import mapWebGLBlendModesToPixi from './utils/mapWebGLBlendModesToPixi'; import System from '../System'; import State from './State'; import { BLEND_MODES } from '@pixi/constants'; const BLEND = 0; const OFFSET = 1; const CULLING = 2; const DEPTH_TEST = 3; const WINDING = 4; /** * System plugin to the renderer to manage WebGL state machines. * * @class * @extends PIXI.System * @memberof PIXI.systems */ export default class StateSystem extends System { /** * @param {PIXI.Renderer} renderer - The renderer this System works for. */ constructor(renderer) { super(renderer); /** * GL context * @member {WebGLRenderingContext} * @readonly */ this.gl = null; /** * State ID * @member {number} * @readonly */ this.stateId = 0; /** * Polygon offset * @member {number} * @readonly */ this.polygonOffset = 0; /** * Blend mode * @member {number} * @default PIXI.BLEND_MODES.NONE * @readonly */ this.blendMode = BLEND_MODES.NONE; /** * Whether current blend equation is different * @member {boolean} * @protected */ this._blendEq = false; /** * Collection of calls * @member {function[]} * @readonly */ this.map = []; // map functions for when we set state.. 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; /** * Collection of check calls * @member {function[]} * @readonly */ this.checks = []; /** * Default WebGL State * @member {PIXI.State} * @readonly */ this.defaultState = new State(); this.defaultState.blend = true; this.defaultState.depth = true; } contextChange(gl) { this.gl = gl; this.blendModes = mapWebGLBlendModesToPixi(gl); this.setState(this.defaultState); this.reset(); } /** * Sets the current state * * @param {*} state - The state to set. */ setState(state) { state = state || this.defaultState; // TODO maybe to an object check? ( this.state === state )? if (this.stateId !== state.data) { let diff = this.stateId ^ state.data; let i = 0; // order from least to most common while (diff) { if (diff & 1) { // state change! this.map[i].call(this, !!(state.data & (1 << i))); } diff = diff >> 1; i++; } this.stateId = state.data; } // based on the above settings we check for specific modes.. // for example if blend is active we check and set the blend modes // or of polygon offset is active we check the poly depth. 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; } /** * Enables or disabled blending. * * @param {boolean} value - Turn on or off webgl blending. */ setBlend(value) { this.updateCheck(StateSystem.checkBlendMode, value); this.gl[value ? 'enable' : 'disable'](this.gl.BLEND); } /** * Enables or disable polygon offset fill * * @param {boolean} value - Turn on or off webgl polygon offset testing. */ setOffset(value) { this.updateCheck(StateSystem.checkPolygonOffset, value); this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL); } /** * Sets whether to enable or disable depth test. * * @param {boolean} 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 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 (value === this.blendMode) { return; } this.blendMode = value; const mode = this.blendModes[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(0); this._blendEq = true; this.blendMode = -1; this.setBlendMode(0); } /** * 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 {Function} func the checking function to add or remove * @param {boolean} 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. * * @static * @private * @param {PIXI.StateSystem} System the System to perform the state check on * @param {PIXI.State} 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. * * @static * @private * @param {PIXI.StateSystem} System the System to perform the state check on * @param {PIXI.State} state the state that the blendMode will pulled from */ static checkPolygonOffset(system, state) { system.setPolygonOffset(state.polygonOffset, 0); } }