Source: \core\renderers\webgl\WebGLState.js
import mapWebGLBlendModesToPixi from './utils/mapWebGLBlendModesToPixi';
const BLEND = 0;
const DEPTH_TEST = 1;
const FRONT_FACE = 2;
const CULL_FACE = 3;
const BLEND_FUNC = 4;
/**
* A WebGL state machines
*
* @memberof PIXI
* @class
*/
export default class WebGLState
{
/**
* @param {WebGLRenderingContext} gl - The current WebGL rendering context
*/
constructor(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
*/
push()
{
// next state..
let state = this.stack[this.stackIndex];
if (!state)
{
state = this.stack[this.stackIndex] = new Uint8Array(16);
}
++this.stackIndex;
// copy state..
// set active state so we can force overrides of gl state
for (let i = 0; i < this.activeState.length; i++)
{
state[i] = this.activeState[i];
}
}
/**
* Pops a state out
*/
pop()
{
const state = this.stack[--this.stackIndex];
this.setState(state);
}
/**
* Sets the current state
*
* @param {*} state - The state to set.
*/
setState(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]);
}
/**
* Enables or disabled blending.
*
* @param {boolean} value - Turn on or off webgl blending.
*/
setBlend(value)
{
value = value ? 1 : 0;
if (this.activeState[BLEND] === value)
{
return;
}
this.activeState[BLEND] = value;
this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);
}
/**
* Sets the blend mode.
*
* @param {number} value - The blend mode to set to.
*/
setBlendMode(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 whether to enable or disable depth test.
*
* @param {boolean} value - Turn on or off webgl depth testing.
*/
setDepthTest(value)
{
value = value ? 1 : 0;
if (this.activeState[DEPTH_TEST] === value)
{
return;
}
this.activeState[DEPTH_TEST] = 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)
{
value = value ? 1 : 0;
if (this.activeState[CULL_FACE] === value)
{
return;
}
this.activeState[CULL_FACE] = 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)
{
value = value ? 1 : 0;
if (this.activeState[FRONT_FACE] === value)
{
return;
}
this.activeState[FRONT_FACE] = value;
this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);
}
/**
* Disables all the vaos in use
*
*/
resetAttributes()
{
for (let i = 0; i < this.attribState.tempAttribState.length; i++)
{
this.attribState.tempAttribState[i] = 0;
}
for (let i = 0; i < this.attribState.attribState.length; i++)
{
this.attribState.attribState[i] = 0;
}
// im going to assume one is always active for performance reasons.
for (let i = 1; i < this.maxAttribs; i++)
{
this.gl.disableVertexAttribArray(i);
}
}
// used
/**
* Resets all the logic and disables the vaos
*/
resetToDefault()
{
// unbind any VAO if they exist..
if (this.nativeVaoExtension)
{
this.nativeVaoExtension.bindVertexArrayOES(null);
}
// reset all attributes..
this.resetAttributes();
// set active state so we can force overrides of gl state
for (let i = 0; i < this.activeState.length; ++i)
{
this.activeState[i] = 32;
}
this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);
this.setState(this.defaultState);
}
}