@pixi/core
Version:
Core PixiJS
150 lines (149 loc) • 5.73 kB
JavaScript
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