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pixi.js / src / renderers / webgl / utils / WebGLStencilManager.js
@Chad Engler Chad Engler on 27 Dec 2014 7 KB tons of jshint and typo fixes
var utils = require('../../../utils');

/**
 * @class
 * @namespace PIXI
 * @private
 */
function WebGLStencilManager() {
    this.stencilStack = [];
    this.reverse = true;
    this.count = 0;
}

WebGLStencilManager.prototype.constructor = WebGLStencilManager;
module.exports = WebGLStencilManager;

/**
 * Sets the drawing context to the one given in parameter.
 *
 * @param gl {WebGLContext} the current WebGL drawing context
 */
WebGLStencilManager.prototype.setContext = function (gl) {
    this.gl = gl;
};

/**
 * Applies the Mask and adds it to the current filter stack.
 *
 * @param graphics {Graphics}
 * @param webGLData {Array}
 * @param renderSession {object}
 */
WebGLStencilManager.prototype.pushStencil = function (graphics, webGLData, renderSession) {
    var gl = this.gl;
    this.bindGraphics(graphics, webGLData, renderSession);

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

    this.stencilStack.push(webGLData);

    var level = this.count;

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

    gl.stencilFunc(gl.ALWAYS,0,0xFF);
    gl.stencilOp(gl.KEEP,gl.KEEP,gl.INVERT);

    // draw the triangle strip!

    if (webGLData.mode === 1) {
        gl.drawElements(gl.TRIANGLE_FAN,  webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0 );

        if (this.reverse) {
            gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);
            gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
        }
        else {
            gl.stencilFunc(gl.EQUAL,level, 0xFF);
            gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
        }

        // draw a quad to increment..
        gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 );

        if (this.reverse) {
            gl.stencilFunc(gl.EQUAL,0xFF-(level+1), 0xFF);
        }
        else {
            gl.stencilFunc(gl.EQUAL,level+1, 0xFF);
        }

        this.reverse = !this.reverse;
    }
    else {
        if (!this.reverse) {
            gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);
            gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
        }
        else {
            gl.stencilFunc(gl.EQUAL,level, 0xFF);
            gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
        }

        gl.drawElements(gl.TRIANGLE_STRIP,  webGLData.indices.length, gl.UNSIGNED_SHORT, 0 );

        if (!this.reverse) {
            gl.stencilFunc(gl.EQUAL,0xFF-(level+1), 0xFF);
        }
        else {
            gl.stencilFunc(gl.EQUAL,level+1, 0xFF);
        }
    }

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

    this.count++;
};

/**
 * TODO this does not belong here!
 *
 * @param graphics {Graphics}
 * @param webGLData {Array}
 * @param renderSession {object}
 */
WebGLStencilManager.prototype.bindGraphics = function (graphics, webGLData, renderSession) {
    //if (this._currentGraphics === graphics)return;
    this._currentGraphics = graphics;

    var gl = this.gl;

     // bind the graphics object..
    var projection = renderSession.projection,
        offset = renderSession.offset,
        shader;// = renderSession.shaderManager.primitiveShader;

    if (webGLData.mode === 1) {
        shader = renderSession.shaderManager.complexPrimitiveShader;

        renderSession.shaderManager.setShader( shader );

        gl.uniform1f(shader.flipY, renderSession.flipY);

        gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));

        gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
        gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);

        gl.uniform3fv(shader.tintColor, utils.hex2rgb(graphics.tint));
        gl.uniform3fv(shader.color, webGLData.color);

        gl.uniform1f(shader.alpha, graphics.worldAlpha * webGLData.alpha);

        gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);

        gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 2, 0);


        // now do the rest..
        // set the index buffer!
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
    }
    else {
        //renderSession.shaderManager.activatePrimitiveShader();
        shader = renderSession.shaderManager.primitiveShader;
        renderSession.shaderManager.setShader( shader );

        gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));

        gl.uniform1f(shader.flipY, renderSession.flipY);
        gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
        gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);

        gl.uniform3fv(shader.tintColor, utils.hex2rgb(graphics.tint));

        gl.uniform1f(shader.alpha, graphics.worldAlpha);

        gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);

        gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);
        gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);

        // set the index buffer!
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
    }
};

/**
 * @param graphics {Graphics}
 * @param webGLData {Array}
 * @param renderSession {object}
 */
WebGLStencilManager.prototype.popStencil = function (graphics, webGLData, renderSession) {
	var gl = this.gl;
    this.stencilStack.pop();

    this.count--;

    if (this.stencilStack.length === 0) {
        // the stack is empty!
        gl.disable(gl.STENCIL_TEST);

    }
    else {

        var level = this.count;

        this.bindGraphics(graphics, webGLData, renderSession);

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

        if (webGLData.mode === 1) {
            this.reverse = !this.reverse;

            if (this.reverse) {
                gl.stencilFunc(gl.EQUAL, 0xFF - (level+1), 0xFF);
                gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
            }
            else {
                gl.stencilFunc(gl.EQUAL,level+1, 0xFF);
                gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
            }

            // draw a quad to increment..
            gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 );

            gl.stencilFunc(gl.ALWAYS,0,0xFF);
            gl.stencilOp(gl.KEEP,gl.KEEP,gl.INVERT);

            // draw the triangle strip!
            gl.drawElements(gl.TRIANGLE_FAN,  webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0 );

            if (!this.reverse) {
                gl.stencilFunc(gl.EQUAL,0xFF-(level), 0xFF);
            }
            else {
                gl.stencilFunc(gl.EQUAL,level, 0xFF);
            }

        }
        else {
          //  console.log("<<>>")
            if (!this.reverse) {
                gl.stencilFunc(gl.EQUAL, 0xFF - (level+1), 0xFF);
                gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
            }
            else {
                gl.stencilFunc(gl.EQUAL,level+1, 0xFF);
                gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
            }

            gl.drawElements(gl.TRIANGLE_STRIP,  webGLData.indices.length, gl.UNSIGNED_SHORT, 0 );

            if (!this.reverse) {
                gl.stencilFunc(gl.EQUAL,0xFF-(level), 0xFF);
            }
            else {
                gl.stencilFunc(gl.EQUAL,level, 0xFF);
            }
        }

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


    }
};

/**
 * Destroys the mask stack.
 *
 */
WebGLStencilManager.prototype.destroy = function () {
    this.stencilStack = null;
    this.gl = null;
};