UNPKG

@pixi/core

Version:
150 lines (149 loc) 5.73 kB
import { BLEND_MODES } from "@pixi/constants"; import { ExtensionType, extensions } from "@pixi/extensions"; import { State } from "./State.mjs"; import { mapWebGLBlendModesToPixi } from "./utils/mapWebGLBlendModesToPixi.mjs"; const BLEND = 0, OFFSET = 1, CULLING = 2, DEPTH_TEST = 3, WINDING = 4, DEPTH_MASK = 5, _StateSystem = class _StateSystem2 { constructor() { this.gl = null, this.stateId = 0, this.polygonOffset = 0, this.blendMode = BLEND_MODES.NONE, this._blendEq = !1, this.map = [], 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, this.map[DEPTH_MASK] = this.setDepthMask, this.checks = [], this.defaultState = new State(), this.defaultState.blend = !0; } contextChange(gl) { this.gl = gl, this.blendModes = mapWebGLBlendModesToPixi(gl), this.set(this.defaultState), this.reset(); } /** * Sets the current state * @param {*} state - The state to set. */ set(state) { if (state = state || this.defaultState, this.stateId !== state.data) { let diff = this.stateId ^ state.data, i = 0; for (; diff; ) diff & 1 && this.map[i].call(this, !!(state.data & 1 << i)), diff = diff >> 1, i++; this.stateId = state.data; } 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; } /** * Sets whether to enable or disable blending. * @param value - Turn on or off WebGl blending. */ setBlend(value) { this.updateCheck(_StateSystem2.checkBlendMode, value), this.gl[value ? "enable" : "disable"](this.gl.BLEND); } /** * Sets whether to enable or disable polygon offset fill. * @param value - Turn on or off webgl polygon offset testing. */ setOffset(value) { this.updateCheck(_StateSystem2.checkPolygonOffset, value), this.gl[value ? "enable" : "disable"](this.gl.POLYGON_OFFSET_FILL); } /** * Sets whether to enable or disable depth test. * @param 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 depth mask. * @param value - Turn on or off webgl depth mask. */ setDepthMask(value) { this.gl.depthMask(value); } /** * 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], gl = this.gl; mode.length === 2 ? gl.blendFunc(mode[0], mode[1]) : gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]), mode.length === 6 ? (this._blendEq = !0, gl.blendEquationSeparate(mode[4], mode[5])) : this._blendEq && (this._blendEq = !1, 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, !1), this.forceState(this.defaultState), this._blendEq = !0, 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 func - the checking function to add or remove * @param value - should the check function be added or removed. */ updateCheck(func, value) { const index = this.checks.indexOf(func); value && index === -1 ? this.checks.push(func) : !value && index !== -1 && this.checks.splice(index, 1); } /** * A private little wrapper function that we call to check the blend mode. * @param system - the System to perform the state check on * @param 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. * @param system - the System to perform the state check on * @param state - the state that the blendMode will pulled from */ static checkPolygonOffset(system, state) { system.setPolygonOffset(1, state.polygonOffset); } /** * @ignore */ destroy() { this.gl = null; } }; _StateSystem.extension = { type: ExtensionType.RendererSystem, name: "state" }; let StateSystem = _StateSystem; extensions.add(StateSystem); export { StateSystem }; //# sourceMappingURL=StateSystem.mjs.map