playcanvas
Version:
PlayCanvas WebGL game engine
105 lines (102 loc) • 2.75 kB
JavaScript
import { FUNC_ALWAYS, STENCILOP_KEEP } from './constants.js';
import { StringIds } from '../../core/string-ids.js';
var stringIds = new StringIds();
class StencilParameters {
set func(value) {
this._func = value;
this._dirty = true;
}
get func() {
return this._func;
}
set ref(value) {
this._ref = value;
this._dirty = true;
}
get ref() {
return this._ref;
}
set fail(value) {
this._fail = value;
this._dirty = true;
}
get fail() {
return this._fail;
}
set zfail(value) {
this._zfail = value;
this._dirty = true;
}
get zfail() {
return this._zfail;
}
set zpass(value) {
this._zpass = value;
this._dirty = true;
}
get zpass() {
return this._zpass;
}
set readMask(value) {
this._readMask = value;
this._dirty = true;
}
get readMask() {
return this._readMask;
}
set writeMask(value) {
this._writeMask = value;
this._dirty = true;
}
get writeMask() {
return this._writeMask;
}
_evalKey() {
var { _func, _ref, _fail, _zfail, _zpass, _readMask, _writeMask } = this;
var key = _func + "," + _ref + "," + _fail + "," + _zfail + "," + _zpass + "," + _readMask + "," + _writeMask;
this._key = stringIds.get(key);
this._dirty = false;
}
get key() {
if (this._dirty) {
this._evalKey();
}
return this._key;
}
copy(rhs) {
this._func = rhs._func;
this._ref = rhs._ref;
this._readMask = rhs._readMask;
this._writeMask = rhs._writeMask;
this._fail = rhs._fail;
this._zfail = rhs._zfail;
this._zpass = rhs._zpass;
this._dirty = rhs._dirty;
this._key = rhs._key;
return this;
}
clone() {
var clone = new this.constructor();
return clone.copy(this);
}
constructor(options = {}){
this._dirty = true;
var _options_func;
this._func = (_options_func = options.func) != null ? _options_func : FUNC_ALWAYS;
var _options_ref;
this._ref = (_options_ref = options.ref) != null ? _options_ref : 0;
var _options_readMask;
this._readMask = (_options_readMask = options.readMask) != null ? _options_readMask : 0xFF;
var _options_writeMask;
this._writeMask = (_options_writeMask = options.writeMask) != null ? _options_writeMask : 0xFF;
var _options_fail;
this._fail = (_options_fail = options.fail) != null ? _options_fail : STENCILOP_KEEP;
var _options_zfail;
this._zfail = (_options_zfail = options.zfail) != null ? _options_zfail : STENCILOP_KEEP;
var _options_zpass;
this._zpass = (_options_zpass = options.zpass) != null ? _options_zpass : STENCILOP_KEEP;
this._evalKey();
}
}
StencilParameters.DEFAULT = Object.freeze(new StencilParameters());
export { StencilParameters };