pixi.js
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{"version":3,"file":"GlStateSystem.mjs","sources":["../../../../../src/rendering/renderers/gl/state/GlStateSystem.ts"],"sourcesContent":["import { ExtensionType } from '../../../../extensions/Extensions';\nimport { type RenderTarget } from '../../shared/renderTarget/RenderTarget';\nimport { State } from '../../shared/state/State';\nimport { type WebGLRenderer } from '../WebGLRenderer';\nimport { mapWebGLBlendModesToPixi } from './mapWebGLBlendModesToPixi';\n\nimport type { BLEND_MODES } from '../../shared/state/const';\nimport type { System } from '../../shared/system/System';\nimport type { GlRenderingContext } from '../context/GlRenderingContext';\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\nconst DEPTH_MASK = 5;\n\n/**\n * System plugin to the renderer to manage WebGL state machines\n * @category rendering\n * @advanced\n */\nexport class GlStateSystem implements System\n{\n /** @ignore */\n public static extension = {\n type: [\n ExtensionType.WebGLSystem,\n ],\n name: 'state',\n } as const;\n\n /**\n * State ID\n * @readonly\n */\n public stateId: number;\n\n /**\n * Polygon offset\n * @readonly\n */\n public polygonOffset: number;\n\n /**\n * Blend mode\n * @default 'none'\n * @readonly\n */\n public blendMode: BLEND_MODES;\n\n /** Whether current blend equation is different */\n protected _blendEq: boolean;\n\n /**\n * GL context\n * @type {WebGLRenderingContext}\n * @readonly\n */\n protected gl: GlRenderingContext;\n\n protected blendModesMap: Record<BLEND_MODES, number[]>;\n\n /**\n * Collection of calls\n * @type {Function[]}\n */\n protected readonly map: ((value: boolean) => void)[];\n\n /**\n * Collection of check calls\n * @type {Function[]}\n */\n protected readonly checks: ((system: this, state: State) => void)[];\n\n /**\n * Default WebGL State\n * @readonly\n */\n protected defaultState: State;\n\n /**\n * Whether to invert the front face when rendering\n * This is used for render textures where the Y-coordinate is flipped\n * @default false\n */\n private _invertFrontFace: boolean = false;\n private _glFrontFace: boolean;\n private _cullFace: boolean;\n private _frontFaceDirty: boolean;\n private _frontFace: boolean;\n\n constructor(renderer: WebGLRenderer)\n {\n this.gl = null;\n\n this.stateId = 0;\n this.polygonOffset = 0;\n this.blendMode = 'none';\n\n this._blendEq = false;\n\n // map functions for when we set state..\n this.map = [];\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n this.map[DEPTH_MASK] = this.setDepthMask;\n\n this.checks = [];\n\n this.defaultState = State.for2d();\n\n // listen for when the renderTarget changes\n // as rendering to textures means we need to invert the front face\n renderer.renderTarget.onRenderTargetChange.add(this);\n }\n\n protected onRenderTargetChange(renderTarget: RenderTarget)\n {\n this._invertFrontFace = !renderTarget.isRoot;\n\n // mini optimization to avoid setting the front face if culling is disabled\n if (this._cullFace)\n {\n // need to set the front face to the requested value as it matters because of the culling is active!\n this.setFrontFace(this._frontFace);\n }\n else\n {\n // if culling is disabled, we need to set the front face dirty\n this._frontFaceDirty = true;\n }\n }\n\n protected contextChange(gl: GlRenderingContext): void\n {\n this.gl = gl;\n\n this.blendModesMap = mapWebGLBlendModesToPixi(gl);\n\n // Reset face culling variables\n\n this.resetState();\n }\n\n /**\n * Sets the current state\n * @param {*} state - The state to set.\n */\n public set(state: State): void\n {\n state ||= this.defaultState;\n\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data)\n {\n let diff = this.stateId ^ state.data;\n let i = 0;\n\n // order from least to most common\n while (diff)\n {\n if (diff & 1)\n {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n\n diff >>= 1;\n i++;\n }\n\n this.stateId = state.data;\n }\n\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (let i = 0; i < this.checks.length; i++)\n {\n this.checks[i](this, state);\n }\n }\n\n /**\n * Sets the state, when previous state is unknown.\n * @param {*} state - The state to set\n */\n public forceState(state: State): void\n {\n state ||= this.defaultState;\n for (let i = 0; i < this.map.length; i++)\n {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (let i = 0; i < this.checks.length; i++)\n {\n this.checks[i](this, state);\n }\n\n this.stateId = state.data;\n }\n\n /**\n * Sets whether to enable or disable blending.\n * @param value - Turn on or off WebGl blending.\n */\n public setBlend(value: boolean): void\n {\n this._updateCheck(GlStateSystem._checkBlendMode, value);\n\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n }\n\n /**\n * Sets whether to enable or disable polygon offset fill.\n * @param value - Turn on or off webgl polygon offset testing.\n */\n public setOffset(value: boolean): void\n {\n this._updateCheck(GlStateSystem._checkPolygonOffset, value);\n\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n }\n\n /**\n * Sets whether to enable or disable depth test.\n * @param value - Turn on or off webgl depth testing.\n */\n public setDepthTest(value: boolean): void\n {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n }\n\n /**\n * Sets whether to enable or disable depth mask.\n * @param value - Turn on or off webgl depth mask.\n */\n public setDepthMask(value: boolean): void\n {\n this.gl.depthMask(value);\n }\n\n /**\n * Sets whether to enable or disable cull face.\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n public setCullFace(value: boolean): void\n {\n this._cullFace = value;\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n\n if (this._cullFace && this._frontFaceDirty)\n {\n // need to set the front face to the requested value as it matters because of the culling is active!\n this.setFrontFace(this._frontFace);\n }\n }\n\n /**\n * Sets the gl front face.\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n public setFrontFace(value: boolean): void\n {\n this._frontFace = value;\n this._frontFaceDirty = false;\n // If invertFrontFace is true, we invert the face direction\n const faceMode = this._invertFrontFace ? !value : value;\n\n if (this._glFrontFace !== faceMode)\n {\n this._glFrontFace = faceMode;\n this.gl.frontFace(this.gl[faceMode ? 'CW' : 'CCW']);\n }\n }\n\n /**\n * Sets the blend mode.\n * @param {number} value - The blend mode to set to.\n */\n public setBlendMode(value: BLEND_MODES): void\n {\n if (!this.blendModesMap[value])\n {\n value = 'normal';\n }\n\n if (value === this.blendMode)\n {\n return;\n }\n\n this.blendMode = value;\n\n const mode = this.blendModesMap[value];\n const gl = this.gl;\n\n if (mode.length === 2)\n {\n gl.blendFunc(mode[0], mode[1]);\n }\n else\n {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n\n if (mode.length === 6)\n {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq)\n {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n }\n\n /**\n * Sets the polygon offset.\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n public setPolygonOffset(value: number, scale: number): void\n {\n this.gl.polygonOffset(value, scale);\n }\n\n /** Resets all the logic and disables the VAOs. */\n public resetState(): void\n {\n this._glFrontFace = false;\n this._frontFace = false;\n this._cullFace = false;\n this._frontFaceDirty = false;\n this._invertFrontFace = false;\n\n this.gl.frontFace(this.gl.CCW);\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n\n this.forceState(this.defaultState);\n\n this._blendEq = true;\n // setting to '' means the blend mode will be set as soon as we set the first blend mode when rendering!\n this.blendMode = '' as BLEND_MODES;\n this.setBlendMode('normal');\n }\n\n /**\n * Checks to see which updates should be checked based on which settings have been activated.\n *\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n * @param func - the checking function to add or remove\n * @param value - should the check function be added or removed.\n */\n private _updateCheck(func: (system: this, state: State) => void, value: boolean): void\n {\n const index = this.checks.indexOf(func);\n\n if (value && index === -1)\n {\n this.checks.push(func);\n }\n else if (!value && index !== -1)\n {\n this.checks.splice(index, 1);\n }\n }\n\n /**\n * A private little wrapper function that we call to check the blend mode.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n private static _checkBlendMode(system: GlStateSystem, state: State): void\n {\n system.setBlendMode(state.blendMode);\n }\n\n /**\n * A private little wrapper function that we call to check the polygon offset.\n * @param system - the System to perform the state check on\n * @param state - the state that the blendMode will pulled from\n */\n private static _checkPolygonOffset(system: GlStateSystem, state: State): void\n {\n system.setPolygonOffset(1, state.polygonOffset);\n }\n\n /** @ignore */\n public destroy(): void\n {\n this.gl = null;\n this.checks.length = 0;\n 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