@cesium/engine
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
968 lines (882 loc) • 33.1 kB
JavaScript
import BoundingRectangle from "../Core/BoundingRectangle.js";
import Color from "../Core/Color.js";
import Frozen from "../Core/Frozen.js";
import defined from "../Core/defined.js";
import DeveloperError from "../Core/DeveloperError.js";
import WebGLConstants from "../Core/WebGLConstants.js";
import WindingOrder from "../Core/WindingOrder.js";
import ContextLimits from "./ContextLimits.js";
import freezeRenderState from "./freezeRenderState.js";
function validateBlendEquation(blendEquation) {
return (
blendEquation === WebGLConstants.FUNC_ADD ||
blendEquation === WebGLConstants.FUNC_SUBTRACT ||
blendEquation === WebGLConstants.FUNC_REVERSE_SUBTRACT ||
blendEquation === WebGLConstants.MIN ||
blendEquation === WebGLConstants.MAX
);
}
function validateBlendFunction(blendFunction) {
return (
blendFunction === WebGLConstants.ZERO ||
blendFunction === WebGLConstants.ONE ||
blendFunction === WebGLConstants.SRC_COLOR ||
blendFunction === WebGLConstants.ONE_MINUS_SRC_COLOR ||
blendFunction === WebGLConstants.DST_COLOR ||
blendFunction === WebGLConstants.ONE_MINUS_DST_COLOR ||
blendFunction === WebGLConstants.SRC_ALPHA ||
blendFunction === WebGLConstants.ONE_MINUS_SRC_ALPHA ||
blendFunction === WebGLConstants.DST_ALPHA ||
blendFunction === WebGLConstants.ONE_MINUS_DST_ALPHA ||
blendFunction === WebGLConstants.CONSTANT_COLOR ||
blendFunction === WebGLConstants.ONE_MINUS_CONSTANT_COLOR ||
blendFunction === WebGLConstants.CONSTANT_ALPHA ||
blendFunction === WebGLConstants.ONE_MINUS_CONSTANT_ALPHA ||
blendFunction === WebGLConstants.SRC_ALPHA_SATURATE
);
}
function validateCullFace(cullFace) {
return (
cullFace === WebGLConstants.FRONT ||
cullFace === WebGLConstants.BACK ||
cullFace === WebGLConstants.FRONT_AND_BACK
);
}
function validateDepthFunction(depthFunction) {
return (
depthFunction === WebGLConstants.NEVER ||
depthFunction === WebGLConstants.LESS ||
depthFunction === WebGLConstants.EQUAL ||
depthFunction === WebGLConstants.LEQUAL ||
depthFunction === WebGLConstants.GREATER ||
depthFunction === WebGLConstants.NOTEQUAL ||
depthFunction === WebGLConstants.GEQUAL ||
depthFunction === WebGLConstants.ALWAYS
);
}
function validateStencilFunction(stencilFunction) {
return (
stencilFunction === WebGLConstants.NEVER ||
stencilFunction === WebGLConstants.LESS ||
stencilFunction === WebGLConstants.EQUAL ||
stencilFunction === WebGLConstants.LEQUAL ||
stencilFunction === WebGLConstants.GREATER ||
stencilFunction === WebGLConstants.NOTEQUAL ||
stencilFunction === WebGLConstants.GEQUAL ||
stencilFunction === WebGLConstants.ALWAYS
);
}
function validateStencilOperation(stencilOperation) {
return (
stencilOperation === WebGLConstants.ZERO ||
stencilOperation === WebGLConstants.KEEP ||
stencilOperation === WebGLConstants.REPLACE ||
stencilOperation === WebGLConstants.INCR ||
stencilOperation === WebGLConstants.DECR ||
stencilOperation === WebGLConstants.INVERT ||
stencilOperation === WebGLConstants.INCR_WRAP ||
stencilOperation === WebGLConstants.DECR_WRAP
);
}
/**
* @private
*/
function RenderState(renderState) {
const rs = renderState ?? Frozen.EMPTY_OBJECT;
const cull = rs.cull ?? Frozen.EMPTY_OBJECT;
const polygonOffset = rs.polygonOffset ?? Frozen.EMPTY_OBJECT;
const scissorTest = rs.scissorTest ?? Frozen.EMPTY_OBJECT;
const scissorTestRectangle = scissorTest.rectangle ?? Frozen.EMPTY_OBJECT;
const depthRange = rs.depthRange ?? Frozen.EMPTY_OBJECT;
const depthTest = rs.depthTest ?? Frozen.EMPTY_OBJECT;
const colorMask = rs.colorMask ?? Frozen.EMPTY_OBJECT;
const blending = rs.blending ?? Frozen.EMPTY_OBJECT;
const blendingColor = blending.color ?? Frozen.EMPTY_OBJECT;
const stencilTest = rs.stencilTest ?? Frozen.EMPTY_OBJECT;
const stencilTestFrontOperation =
stencilTest.frontOperation ?? Frozen.EMPTY_OBJECT;
const stencilTestBackOperation =
stencilTest.backOperation ?? Frozen.EMPTY_OBJECT;
const sampleCoverage = rs.sampleCoverage ?? Frozen.EMPTY_OBJECT;
const viewport = rs.viewport;
this.frontFace = rs.frontFace ?? WindingOrder.COUNTER_CLOCKWISE;
this.cull = {
enabled: cull.enabled ?? false,
face: cull.face ?? WebGLConstants.BACK,
};
this.lineWidth = rs.lineWidth ?? 1.0;
this.polygonOffset = {
enabled: polygonOffset.enabled ?? false,
factor: polygonOffset.factor ?? 0,
units: polygonOffset.units ?? 0,
};
this.scissorTest = {
enabled: scissorTest.enabled ?? false,
rectangle: BoundingRectangle.clone(scissorTestRectangle),
};
this.depthRange = {
near: depthRange.near ?? 0,
far: depthRange.far ?? 1,
};
this.depthTest = {
enabled: depthTest.enabled ?? false,
func: depthTest.func ?? WebGLConstants.LESS, // func, because function is a JavaScript keyword
};
this.colorMask = {
red: colorMask.red ?? true,
green: colorMask.green ?? true,
blue: colorMask.blue ?? true,
alpha: colorMask.alpha ?? true,
};
this.depthMask = rs.depthMask ?? true;
this.stencilMask = rs.stencilMask ?? ~0;
this.blending = {
enabled: blending.enabled ?? false,
color: new Color(
blendingColor.red ?? 0.0,
blendingColor.green ?? 0.0,
blendingColor.blue ?? 0.0,
blendingColor.alpha ?? 0.0,
),
equationRgb: blending.equationRgb ?? WebGLConstants.FUNC_ADD,
equationAlpha: blending.equationAlpha ?? WebGLConstants.FUNC_ADD,
functionSourceRgb: blending.functionSourceRgb ?? WebGLConstants.ONE,
functionSourceAlpha: blending.functionSourceAlpha ?? WebGLConstants.ONE,
functionDestinationRgb:
blending.functionDestinationRgb ?? WebGLConstants.ZERO,
functionDestinationAlpha:
blending.functionDestinationAlpha ?? WebGLConstants.ZERO,
};
this.stencilTest = {
enabled: stencilTest.enabled ?? false,
frontFunction: stencilTest.frontFunction ?? WebGLConstants.ALWAYS,
backFunction: stencilTest.backFunction ?? WebGLConstants.ALWAYS,
reference: stencilTest.reference ?? 0,
mask: stencilTest.mask ?? ~0,
frontOperation: {
fail: stencilTestFrontOperation.fail ?? WebGLConstants.KEEP,
zFail: stencilTestFrontOperation.zFail ?? WebGLConstants.KEEP,
zPass: stencilTestFrontOperation.zPass ?? WebGLConstants.KEEP,
},
backOperation: {
fail: stencilTestBackOperation.fail ?? WebGLConstants.KEEP,
zFail: stencilTestBackOperation.zFail ?? WebGLConstants.KEEP,
zPass: stencilTestBackOperation.zPass ?? WebGLConstants.KEEP,
},
};
this.sampleCoverage = {
enabled: sampleCoverage.enabled ?? false,
value: sampleCoverage.value ?? 1.0,
invert: sampleCoverage.invert ?? false,
};
this.viewport = defined(viewport)
? new BoundingRectangle(
viewport.x,
viewport.y,
viewport.width,
viewport.height,
)
: undefined;
//>>includeStart('debug', pragmas.debug);
if (
this.lineWidth < ContextLimits.minimumAliasedLineWidth ||
this.lineWidth > ContextLimits.maximumAliasedLineWidth
) {
throw new DeveloperError(
"renderState.lineWidth is out of range. Check minimumAliasedLineWidth and maximumAliasedLineWidth.",
);
}
if (!WindingOrder.validate(this.frontFace)) {
throw new DeveloperError("Invalid renderState.frontFace.");
}
if (!validateCullFace(this.cull.face)) {
throw new DeveloperError("Invalid renderState.cull.face.");
}
if (
this.scissorTest.rectangle.width < 0 ||
this.scissorTest.rectangle.height < 0
) {
throw new DeveloperError(
"renderState.scissorTest.rectangle.width and renderState.scissorTest.rectangle.height must be greater than or equal to zero.",
);
}
if (this.depthRange.near > this.depthRange.far) {
// WebGL specific - not an error in GL ES
throw new DeveloperError(
"renderState.depthRange.near can not be greater than renderState.depthRange.far.",
);
}
if (this.depthRange.near < 0) {
// Would be clamped by GL
throw new DeveloperError(
"renderState.depthRange.near must be greater than or equal to zero.",
);
}
if (this.depthRange.far > 1) {
// Would be clamped by GL
throw new DeveloperError(
"renderState.depthRange.far must be less than or equal to one.",
);
}
if (!validateDepthFunction(this.depthTest.func)) {
throw new DeveloperError("Invalid renderState.depthTest.func.");
}
if (
this.blending.color.red < 0.0 ||
this.blending.color.red > 1.0 ||
this.blending.color.green < 0.0 ||
this.blending.color.green > 1.0 ||
this.blending.color.blue < 0.0 ||
this.blending.color.blue > 1.0 ||
this.blending.color.alpha < 0.0 ||
this.blending.color.alpha > 1.0
) {
// Would be clamped by GL
throw new DeveloperError(
"renderState.blending.color components must be greater than or equal to zero and less than or equal to one.",
);
}
if (!validateBlendEquation(this.blending.equationRgb)) {
throw new DeveloperError("Invalid renderState.blending.equationRgb.");
}
if (!validateBlendEquation(this.blending.equationAlpha)) {
throw new DeveloperError("Invalid renderState.blending.equationAlpha.");
}
if (!validateBlendFunction(this.blending.functionSourceRgb)) {
throw new DeveloperError("Invalid renderState.blending.functionSourceRgb.");
}
if (!validateBlendFunction(this.blending.functionSourceAlpha)) {
throw new DeveloperError(
"Invalid renderState.blending.functionSourceAlpha.",
);
}
if (!validateBlendFunction(this.blending.functionDestinationRgb)) {
throw new DeveloperError(
"Invalid renderState.blending.functionDestinationRgb.",
);
}
if (!validateBlendFunction(this.blending.functionDestinationAlpha)) {
throw new DeveloperError(
"Invalid renderState.blending.functionDestinationAlpha.",
);
}
if (!validateStencilFunction(this.stencilTest.frontFunction)) {
throw new DeveloperError("Invalid renderState.stencilTest.frontFunction.");
}
if (!validateStencilFunction(this.stencilTest.backFunction)) {
throw new DeveloperError("Invalid renderState.stencilTest.backFunction.");
}
if (!validateStencilOperation(this.stencilTest.frontOperation.fail)) {
throw new DeveloperError(
"Invalid renderState.stencilTest.frontOperation.fail.",
);
}
if (!validateStencilOperation(this.stencilTest.frontOperation.zFail)) {
throw new DeveloperError(
"Invalid renderState.stencilTest.frontOperation.zFail.",
);
}
if (!validateStencilOperation(this.stencilTest.frontOperation.zPass)) {
throw new DeveloperError(
"Invalid renderState.stencilTest.frontOperation.zPass.",
);
}
if (!validateStencilOperation(this.stencilTest.backOperation.fail)) {
throw new DeveloperError(
"Invalid renderState.stencilTest.backOperation.fail.",
);
}
if (!validateStencilOperation(this.stencilTest.backOperation.zFail)) {
throw new DeveloperError(
"Invalid renderState.stencilTest.backOperation.zFail.",
);
}
if (!validateStencilOperation(this.stencilTest.backOperation.zPass)) {
throw new DeveloperError(
"Invalid renderState.stencilTest.backOperation.zPass.",
);
}
if (defined(this.viewport)) {
if (this.viewport.width < 0) {
throw new DeveloperError(
"renderState.viewport.width must be greater than or equal to zero.",
);
}
if (this.viewport.height < 0) {
throw new DeveloperError(
"renderState.viewport.height must be greater than or equal to zero.",
);
}
if (this.viewport.width > ContextLimits.maximumViewportWidth) {
throw new DeveloperError(
`renderState.viewport.width must be less than or equal to the maximum viewport width (${ContextLimits.maximumViewportWidth.toString()}). Check maximumViewportWidth.`,
);
}
if (this.viewport.height > ContextLimits.maximumViewportHeight) {
throw new DeveloperError(
`renderState.viewport.height must be less than or equal to the maximum viewport height (${ContextLimits.maximumViewportHeight.toString()}). Check maximumViewportHeight.`,
);
}
}
//>>includeEnd('debug');
this.id = 0;
this._applyFunctions = [];
}
let nextRenderStateId = 0;
let renderStateCache = {};
/**
* Validates and then finds or creates an immutable render state, which defines the pipeline
* state for a {@link DrawCommand} or {@link ClearCommand}. All inputs states are optional. Omitted states
* use the defaults shown in the example below.
*
* @param {object} [renderState] The states defining the render state as shown in the example below.
*
* @exception {RuntimeError} renderState.lineWidth is out of range.
* @exception {DeveloperError} Invalid renderState.frontFace.
* @exception {DeveloperError} Invalid renderState.cull.face.
* @exception {DeveloperError} scissorTest.rectangle.width and scissorTest.rectangle.height must be greater than or equal to zero.
* @exception {DeveloperError} renderState.depthRange.near can't be greater than renderState.depthRange.far.
* @exception {DeveloperError} renderState.depthRange.near must be greater than or equal to zero.
* @exception {DeveloperError} renderState.depthRange.far must be less than or equal to zero.
* @exception {DeveloperError} Invalid renderState.depthTest.func.
* @exception {DeveloperError} renderState.blending.color components must be greater than or equal to zero and less than or equal to one
* @exception {DeveloperError} Invalid renderState.blending.equationRgb.
* @exception {DeveloperError} Invalid renderState.blending.equationAlpha.
* @exception {DeveloperError} Invalid renderState.blending.functionSourceRgb.
* @exception {DeveloperError} Invalid renderState.blending.functionSourceAlpha.
* @exception {DeveloperError} Invalid renderState.blending.functionDestinationRgb.
* @exception {DeveloperError} Invalid renderState.blending.functionDestinationAlpha.
* @exception {DeveloperError} Invalid renderState.stencilTest.frontFunction.
* @exception {DeveloperError} Invalid renderState.stencilTest.backFunction.
* @exception {DeveloperError} Invalid renderState.stencilTest.frontOperation.fail.
* @exception {DeveloperError} Invalid renderState.stencilTest.frontOperation.zFail.
* @exception {DeveloperError} Invalid renderState.stencilTest.frontOperation.zPass.
* @exception {DeveloperError} Invalid renderState.stencilTest.backOperation.fail.
* @exception {DeveloperError} Invalid renderState.stencilTest.backOperation.zFail.
* @exception {DeveloperError} Invalid renderState.stencilTest.backOperation.zPass.
* @exception {DeveloperError} renderState.viewport.width must be greater than or equal to zero.
* @exception {DeveloperError} renderState.viewport.width must be less than or equal to the maximum viewport width.
* @exception {DeveloperError} renderState.viewport.height must be greater than or equal to zero.
* @exception {DeveloperError} renderState.viewport.height must be less than or equal to the maximum viewport height.
*
*
* @example
* const defaults = {
* frontFace : WindingOrder.COUNTER_CLOCKWISE,
* cull : {
* enabled : false,
* face : CullFace.BACK
* },
* lineWidth : 1,
* polygonOffset : {
* enabled : false,
* factor : 0,
* units : 0
* },
* scissorTest : {
* enabled : false,
* rectangle : {
* x : 0,
* y : 0,
* width : 0,
* height : 0
* }
* },
* depthRange : {
* near : 0,
* far : 1
* },
* depthTest : {
* enabled : false,
* func : DepthFunction.LESS
* },
* colorMask : {
* red : true,
* green : true,
* blue : true,
* alpha : true
* },
* depthMask : true,
* stencilMask : ~0,
* blending : {
* enabled : false,
* color : {
* red : 0.0,
* green : 0.0,
* blue : 0.0,
* alpha : 0.0
* },
* equationRgb : BlendEquation.ADD,
* equationAlpha : BlendEquation.ADD,
* functionSourceRgb : BlendFunction.ONE,
* functionSourceAlpha : BlendFunction.ONE,
* functionDestinationRgb : BlendFunction.ZERO,
* functionDestinationAlpha : BlendFunction.ZERO
* },
* stencilTest : {
* enabled : false,
* frontFunction : StencilFunction.ALWAYS,
* backFunction : StencilFunction.ALWAYS,
* reference : 0,
* mask : ~0,
* frontOperation : {
* fail : StencilOperation.KEEP,
* zFail : StencilOperation.KEEP,
* zPass : StencilOperation.KEEP
* },
* backOperation : {
* fail : StencilOperation.KEEP,
* zFail : StencilOperation.KEEP,
* zPass : StencilOperation.KEEP
* }
* },
* sampleCoverage : {
* enabled : false,
* value : 1.0,
* invert : false
* }
* };
*
* const rs = RenderState.fromCache(defaults);
*
* @see DrawCommand
* @see ClearCommand
*
* @private
*/
RenderState.fromCache = function (renderState) {
const partialKey = JSON.stringify(renderState);
let cachedState = renderStateCache[partialKey];
if (defined(cachedState)) {
++cachedState.referenceCount;
return cachedState.state;
}
// Cache miss. Fully define render state and try again.
let states = new RenderState(renderState);
const fullKey = JSON.stringify(states);
cachedState = renderStateCache[fullKey];
if (!defined(cachedState)) {
states.id = nextRenderStateId++;
//>>includeStart('debug', pragmas.debug);
states = freezeRenderState(states);
//>>includeEnd('debug');
cachedState = {
referenceCount: 0,
state: states,
};
// Cache full render state. Multiple partially defined render states may map to this.
renderStateCache[fullKey] = cachedState;
}
++cachedState.referenceCount;
// Cache partial render state so we can skip validation on a cache hit for a partially defined render state
renderStateCache[partialKey] = {
referenceCount: 1,
state: cachedState.state,
};
return cachedState.state;
};
/**
* @private
*/
RenderState.removeFromCache = function (renderState) {
const states = new RenderState(renderState);
const fullKey = JSON.stringify(states);
const fullCachedState = renderStateCache[fullKey];
// decrement partial key reference count
const partialKey = JSON.stringify(renderState);
const cachedState = renderStateCache[partialKey];
if (defined(cachedState)) {
--cachedState.referenceCount;
if (cachedState.referenceCount === 0) {
// remove partial key
delete renderStateCache[partialKey];
// decrement full key reference count
if (defined(fullCachedState)) {
--fullCachedState.referenceCount;
}
}
}
// remove full key if reference count is zero
if (defined(fullCachedState) && fullCachedState.referenceCount === 0) {
delete renderStateCache[fullKey];
}
};
/**
* This function is for testing purposes only.
* @private
*/
RenderState.getCache = function () {
return renderStateCache;
};
/**
* This function is for testing purposes only.
* @private
*/
RenderState.clearCache = function () {
renderStateCache = {};
};
function enableOrDisable(gl, glEnum, enable) {
if (enable) {
gl.enable(glEnum);
} else {
gl.disable(glEnum);
}
}
function applyFrontFace(gl, renderState) {
gl.frontFace(renderState.frontFace);
}
function applyCull(gl, renderState) {
const cull = renderState.cull;
const enabled = cull.enabled;
enableOrDisable(gl, gl.CULL_FACE, enabled);
if (enabled) {
gl.cullFace(cull.face);
}
}
function applyLineWidth(gl, renderState) {
gl.lineWidth(renderState.lineWidth);
}
function applyPolygonOffset(gl, renderState) {
const polygonOffset = renderState.polygonOffset;
const enabled = polygonOffset.enabled;
enableOrDisable(gl, gl.POLYGON_OFFSET_FILL, enabled);
if (enabled) {
gl.polygonOffset(polygonOffset.factor, polygonOffset.units);
}
}
function applyScissorTest(gl, renderState, passState) {
const scissorTest = renderState.scissorTest;
const enabled = defined(passState.scissorTest)
? passState.scissorTest.enabled
: scissorTest.enabled;
enableOrDisable(gl, gl.SCISSOR_TEST, enabled);
if (enabled) {
const rectangle = defined(passState.scissorTest)
? passState.scissorTest.rectangle
: scissorTest.rectangle;
gl.scissor(rectangle.x, rectangle.y, rectangle.width, rectangle.height);
}
}
function applyDepthRange(gl, renderState) {
const depthRange = renderState.depthRange;
gl.depthRange(depthRange.near, depthRange.far);
}
function applyDepthTest(gl, renderState) {
const depthTest = renderState.depthTest;
const enabled = depthTest.enabled;
enableOrDisable(gl, gl.DEPTH_TEST, enabled);
if (enabled) {
gl.depthFunc(depthTest.func);
}
}
function applyColorMask(gl, renderState) {
const colorMask = renderState.colorMask;
gl.colorMask(colorMask.red, colorMask.green, colorMask.blue, colorMask.alpha);
}
function applyDepthMask(gl, renderState) {
gl.depthMask(renderState.depthMask);
}
function applyStencilMask(gl, renderState) {
gl.stencilMask(renderState.stencilMask);
}
function applyBlendingColor(gl, color) {
gl.blendColor(color.red, color.green, color.blue, color.alpha);
}
function applyBlending(gl, renderState, passState) {
const blending = renderState.blending;
const enabled = defined(passState.blendingEnabled)
? passState.blendingEnabled
: blending.enabled;
enableOrDisable(gl, gl.BLEND, enabled);
if (enabled) {
applyBlendingColor(gl, blending.color);
gl.blendEquationSeparate(blending.equationRgb, blending.equationAlpha);
gl.blendFuncSeparate(
blending.functionSourceRgb,
blending.functionDestinationRgb,
blending.functionSourceAlpha,
blending.functionDestinationAlpha,
);
}
}
function applyStencilTest(gl, renderState) {
const stencilTest = renderState.stencilTest;
const enabled = stencilTest.enabled;
enableOrDisable(gl, gl.STENCIL_TEST, enabled);
if (enabled) {
const frontFunction = stencilTest.frontFunction;
const backFunction = stencilTest.backFunction;
const reference = stencilTest.reference;
const mask = stencilTest.mask;
// Section 6.8 of the WebGL spec requires the reference and masks to be the same for
// front- and back-face tests. This call prevents invalid operation errors when calling
// stencilFuncSeparate on Firefox. Perhaps they should delay validation to avoid requiring this.
gl.stencilFunc(frontFunction, reference, mask);
gl.stencilFuncSeparate(gl.BACK, backFunction, reference, mask);
gl.stencilFuncSeparate(gl.FRONT, frontFunction, reference, mask);
const frontOperation = stencilTest.frontOperation;
const frontOperationFail = frontOperation.fail;
const frontOperationZFail = frontOperation.zFail;
const frontOperationZPass = frontOperation.zPass;
gl.stencilOpSeparate(
gl.FRONT,
frontOperationFail,
frontOperationZFail,
frontOperationZPass,
);
const backOperation = stencilTest.backOperation;
const backOperationFail = backOperation.fail;
const backOperationZFail = backOperation.zFail;
const backOperationZPass = backOperation.zPass;
gl.stencilOpSeparate(
gl.BACK,
backOperationFail,
backOperationZFail,
backOperationZPass,
);
}
}
function applySampleCoverage(gl, renderState) {
const sampleCoverage = renderState.sampleCoverage;
const enabled = sampleCoverage.enabled;
enableOrDisable(gl, gl.SAMPLE_COVERAGE, enabled);
if (enabled) {
gl.sampleCoverage(sampleCoverage.value, sampleCoverage.invert);
}
}
const scratchViewport = new BoundingRectangle();
function applyViewport(gl, renderState, passState) {
let viewport = renderState.viewport ?? passState.viewport;
if (!defined(viewport)) {
viewport = scratchViewport;
viewport.width = passState.context.drawingBufferWidth;
viewport.height = passState.context.drawingBufferHeight;
}
passState.context.uniformState.viewport = viewport;
gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
}
RenderState.apply = function (gl, renderState, passState) {
applyFrontFace(gl, renderState);
applyCull(gl, renderState);
applyLineWidth(gl, renderState);
applyPolygonOffset(gl, renderState);
applyDepthRange(gl, renderState);
applyDepthTest(gl, renderState);
applyColorMask(gl, renderState);
applyDepthMask(gl, renderState);
applyStencilMask(gl, renderState);
applyStencilTest(gl, renderState);
applySampleCoverage(gl, renderState);
applyScissorTest(gl, renderState, passState);
applyBlending(gl, renderState, passState);
applyViewport(gl, renderState, passState);
};
function createFuncs(previousState, nextState) {
const funcs = [];
if (previousState.frontFace !== nextState.frontFace) {
funcs.push(applyFrontFace);
}
if (
previousState.cull.enabled !== nextState.cull.enabled ||
previousState.cull.face !== nextState.cull.face
) {
funcs.push(applyCull);
}
if (previousState.lineWidth !== nextState.lineWidth) {
funcs.push(applyLineWidth);
}
if (
previousState.polygonOffset.enabled !== nextState.polygonOffset.enabled ||
previousState.polygonOffset.factor !== nextState.polygonOffset.factor ||
previousState.polygonOffset.units !== nextState.polygonOffset.units
) {
funcs.push(applyPolygonOffset);
}
if (
previousState.depthRange.near !== nextState.depthRange.near ||
previousState.depthRange.far !== nextState.depthRange.far
) {
funcs.push(applyDepthRange);
}
if (
previousState.depthTest.enabled !== nextState.depthTest.enabled ||
previousState.depthTest.func !== nextState.depthTest.func
) {
funcs.push(applyDepthTest);
}
if (
previousState.colorMask.red !== nextState.colorMask.red ||
previousState.colorMask.green !== nextState.colorMask.green ||
previousState.colorMask.blue !== nextState.colorMask.blue ||
previousState.colorMask.alpha !== nextState.colorMask.alpha
) {
funcs.push(applyColorMask);
}
if (previousState.depthMask !== nextState.depthMask) {
funcs.push(applyDepthMask);
}
if (previousState.stencilMask !== nextState.stencilMask) {
funcs.push(applyStencilMask);
}
if (
previousState.stencilTest.enabled !== nextState.stencilTest.enabled ||
previousState.stencilTest.frontFunction !==
nextState.stencilTest.frontFunction ||
previousState.stencilTest.backFunction !==
nextState.stencilTest.backFunction ||
previousState.stencilTest.reference !== nextState.stencilTest.reference ||
previousState.stencilTest.mask !== nextState.stencilTest.mask ||
previousState.stencilTest.frontOperation.fail !==
nextState.stencilTest.frontOperation.fail ||
previousState.stencilTest.frontOperation.zFail !==
nextState.stencilTest.frontOperation.zFail ||
previousState.stencilTest.backOperation.fail !==
nextState.stencilTest.backOperation.fail ||
previousState.stencilTest.backOperation.zFail !==
nextState.stencilTest.backOperation.zFail ||
previousState.stencilTest.backOperation.zPass !==
nextState.stencilTest.backOperation.zPass
) {
funcs.push(applyStencilTest);
}
if (
previousState.sampleCoverage.enabled !== nextState.sampleCoverage.enabled ||
previousState.sampleCoverage.value !== nextState.sampleCoverage.value ||
previousState.sampleCoverage.invert !== nextState.sampleCoverage.invert
) {
funcs.push(applySampleCoverage);
}
return funcs;
}
RenderState.partialApply = function (
gl,
previousRenderState,
renderState,
previousPassState,
passState,
clear,
) {
if (previousRenderState !== renderState) {
// When a new render state is applied, instead of making WebGL calls for all the states or first
// comparing the states one-by-one with the previous state (basically a linear search), we take
// advantage of RenderState's immutability, and store a dynamically populated sparse data structure
// containing functions that make the minimum number of WebGL calls when transitioning from one state
// to the other. In practice, this works well since state-to-state transitions generally only require a
// few WebGL calls, especially if commands are stored by state.
let funcs = renderState._applyFunctions[previousRenderState.id];
if (!defined(funcs)) {
funcs = createFuncs(previousRenderState, renderState);
renderState._applyFunctions[previousRenderState.id] = funcs;
}
const len = funcs.length;
for (let i = 0; i < len; ++i) {
funcs[i](gl, renderState);
}
}
const previousScissorTest = defined(previousPassState.scissorTest)
? previousPassState.scissorTest
: previousRenderState.scissorTest;
const scissorTest = defined(passState.scissorTest)
? passState.scissorTest
: renderState.scissorTest;
// Our scissor rectangle can get out of sync with the GL scissor rectangle on clears.
// Seems to be a problem only on ANGLE. See https://github.com/CesiumGS/cesium/issues/2994
if (previousScissorTest !== scissorTest || clear) {
applyScissorTest(gl, renderState, passState);
}
const previousBlendingEnabled = defined(previousPassState.blendingEnabled)
? previousPassState.blendingEnabled
: previousRenderState.blending.enabled;
const blendingEnabled = defined(passState.blendingEnabled)
? passState.blendingEnabled
: renderState.blending.enabled;
if (
previousBlendingEnabled !== blendingEnabled ||
(blendingEnabled && previousRenderState.blending !== renderState.blending)
) {
applyBlending(gl, renderState, passState);
}
if (
previousRenderState !== renderState ||
previousPassState !== passState ||
previousPassState.context !== passState.context
) {
applyViewport(gl, renderState, passState);
}
};
RenderState.getState = function (renderState) {
//>>includeStart('debug', pragmas.debug);
if (!defined(renderState)) {
throw new DeveloperError("renderState is required.");
}
//>>includeEnd('debug');
return {
frontFace: renderState.frontFace,
cull: {
enabled: renderState.cull.enabled,
face: renderState.cull.face,
},
lineWidth: renderState.lineWidth,
polygonOffset: {
enabled: renderState.polygonOffset.enabled,
factor: renderState.polygonOffset.factor,
units: renderState.polygonOffset.units,
},
scissorTest: {
enabled: renderState.scissorTest.enabled,
rectangle: BoundingRectangle.clone(renderState.scissorTest.rectangle),
},
depthRange: {
near: renderState.depthRange.near,
far: renderState.depthRange.far,
},
depthTest: {
enabled: renderState.depthTest.enabled,
func: renderState.depthTest.func,
},
colorMask: {
red: renderState.colorMask.red,
green: renderState.colorMask.green,
blue: renderState.colorMask.blue,
alpha: renderState.colorMask.alpha,
},
depthMask: renderState.depthMask,
stencilMask: renderState.stencilMask,
blending: {
enabled: renderState.blending.enabled,
color: Color.clone(renderState.blending.color),
equationRgb: renderState.blending.equationRgb,
equationAlpha: renderState.blending.equationAlpha,
functionSourceRgb: renderState.blending.functionSourceRgb,
functionSourceAlpha: renderState.blending.functionSourceAlpha,
functionDestinationRgb: renderState.blending.functionDestinationRgb,
functionDestinationAlpha: renderState.blending.functionDestinationAlpha,
},
stencilTest: {
enabled: renderState.stencilTest.enabled,
frontFunction: renderState.stencilTest.frontFunction,
backFunction: renderState.stencilTest.backFunction,
reference: renderState.stencilTest.reference,
mask: renderState.stencilTest.mask,
frontOperation: {
fail: renderState.stencilTest.frontOperation.fail,
zFail: renderState.stencilTest.frontOperation.zFail,
zPass: renderState.stencilTest.frontOperation.zPass,
},
backOperation: {
fail: renderState.stencilTest.backOperation.fail,
zFail: renderState.stencilTest.backOperation.zFail,
zPass: renderState.stencilTest.backOperation.zPass,
},
},
sampleCoverage: {
enabled: renderState.sampleCoverage.enabled,
value: renderState.sampleCoverage.value,
invert: renderState.sampleCoverage.invert,
},
viewport: defined(renderState.viewport)
? BoundingRectangle.clone(renderState.viewport)
: undefined,
};
};
export default RenderState;