import { BLEND_MODES } from '@pixi/constants';
/* eslint-disable max-len */
const BLEND = 0;
const OFFSET = 1;
const CULLING = 2;
const DEPTH_TEST = 3;
const WINDING = 4;
const DEPTH_MASK = 5;
/**
* This is a WebGL state, and is is passed The WebGL StateManager.
*
* Each mesh rendered may require WebGL to be in a different state.
* For example you may want different blend mode or to enable polygon offsets
*
* @class
* @memberof PIXI
*/
export class State
{
data: number;
_blendMode: BLEND_MODES;
_polygonOffset: number;
constructor()
{
this.data = 0;
this.blendMode = BLEND_MODES.NORMAL;
this.polygonOffset = 0;
this.blend = true;
this.depthMask = true;
// this.depthTest = true;
}
/**
* Activates blending of the computed fragment color values
*
* @member {boolean}
*/
get blend(): boolean
{
return !!(this.data & (1 << BLEND));
}
set blend(value: boolean)
{
if (!!(this.data & (1 << BLEND)) !== value)
{
this.data ^= (1 << BLEND);
}
}
/**
* Activates adding an offset to depth values of polygon's fragments
*
* @member {boolean}
* @default false
*/
get offsets(): boolean
{
return !!(this.data & (1 << OFFSET));
}
set offsets(value: boolean)
{
if (!!(this.data & (1 << OFFSET)) !== value)
{
this.data ^= (1 << OFFSET);
}
}
/**
* Activates culling of polygons.
*
* @member {boolean}
* @default false
*/
get culling(): boolean
{
return !!(this.data & (1 << CULLING));
}
set culling(value: boolean)
{
if (!!(this.data & (1 << CULLING)) !== value)
{
this.data ^= (1 << CULLING);
}
}
/**
* Activates depth comparisons and updates to the depth buffer.
*
* @member {boolean}
* @default false
*/
get depthTest(): boolean
{
return !!(this.data & (1 << DEPTH_TEST));
}
set depthTest(value: boolean)
{
if (!!(this.data & (1 << DEPTH_TEST)) !== value)
{
this.data ^= (1 << DEPTH_TEST);
}
}
/**
* Enables or disables writing to the depth buffer.
*
* @member {boolean}
* @default true
*/
get depthMask(): boolean
{
return !!(this.data & (1 << DEPTH_MASK));
}
set depthMask(value: boolean)
{
if (!!(this.data & (1 << DEPTH_MASK)) !== value)
{
this.data ^= (1 << DEPTH_MASK);
}
}
/**
* Specifies whether or not front or back-facing polygons can be culled.
* @member {boolean}
* @default false
*/
get clockwiseFrontFace(): boolean
{
return !!(this.data & (1 << WINDING));
}
set clockwiseFrontFace(value: boolean)
{
if (!!(this.data & (1 << WINDING)) !== value)
{
this.data ^= (1 << WINDING);
}
}
/**
* The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.
* Setting this mode to anything other than NO_BLEND will automatically switch blending on.
*
* @member {number}
* @default PIXI.BLEND_MODES.NORMAL
* @see PIXI.BLEND_MODES
*/
get blendMode(): BLEND_MODES
{
return this._blendMode;
}
set blendMode(value: BLEND_MODES)
{
this.blend = (value !== BLEND_MODES.NONE);
this._blendMode = value;
}
/**
* The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.
*
* @member {number}
* @default 0
*/
get polygonOffset(): number
{
return this._polygonOffset;
}
set polygonOffset(value: number)
{
this.offsets = !!value;
this._polygonOffset = value;
}
// #if _DEBUG
toString(): string
{
return `[@pixi/core:State `
+ `blendMode=${this.blendMode} `
+ `clockwiseFrontFace=${this.clockwiseFrontFace} `
+ `culling=${this.culling} `
+ `depthMask=${this.depthMask} `
+ `polygonOffset=${this.polygonOffset}`
+ `]`;
}
// #endif
static for2d(): State
{
const state = new State();
state.depthTest = false;
state.blend = true;
return state;
}
}