import type { BLEND_MODES, CULL_MODES } from './const';
const blendModeIds = {
normal: 0,
add: 1,
multiply: 2,
screen: 3,
overlay: 4,
erase: 5,
'normal-npm': 6,
'add-npm': 7,
'screen-npm': 8,
min: 9,
max: 10,
};
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 to StateSystem.
*
* 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
* @memberof rendering
*/
export class State
{
/**
* The data is a unique number based on the states settings.
* This lets us quickly compare states with a single number rather than looking
* at all the individual settings.
*/
public data: number;
public _blendModeId: number;
private _blendMode: BLEND_MODES;
private _polygonOffset: number;
constructor()
{
this.data = 0;
this.blendMode = 'normal';
this.polygonOffset = 0;
this.blend = true;
this.depthMask = true;
}
/**
* Activates blending of the computed fragment color values.
* @default true
*/
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
* @default false
*/
get offsets(): boolean
{
return !!(this.data & (1 << OFFSET));
}
set offsets(value: boolean)
{
if (!!(this.data & (1 << OFFSET)) !== value)
{
this.data ^= (1 << OFFSET);
}
}
/** The culling settings for this state none - No culling back - Back face culling front - Front face culling */
set cullMode(value: CULL_MODES)
{
if (value === 'none')
{
this.culling = false;
return;
}
this.culling = true;
this.clockwiseFrontFace = value === 'front';
}
get cullMode(): CULL_MODES
{
if (!this.culling)
{
return 'none';
}
return this.clockwiseFrontFace ? 'front' : 'back';
}
/**
* Activates culling of polygons.
* @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.
* @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.
* @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.
* @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 `normal` to reset the blend mode.
* Setting this mode to anything other than NO_BLEND will automatically switch blending on.
* @default 'normal'
*/
get blendMode(): BLEND_MODES
{
return this._blendMode;
}
set blendMode(value: BLEND_MODES)
{
this.blend = (value !== 'none');
this._blendMode = value;
this._blendModeId = blendModeIds[value as keyof typeof blendModeIds] || 0;
}
/**
* The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.
* @default 0
*/
get polygonOffset(): number
{
return this._polygonOffset;
}
set polygonOffset(value: number)
{
this.offsets = !!value;
this._polygonOffset = value;
}
// #if _DEBUG
public toString(): string
{
return `[pixi.js/core:State `
+ `blendMode=${this.blendMode} `
+ `clockwiseFrontFace=${this.clockwiseFrontFace} `
+ `culling=${this.culling} `
+ `depthMask=${this.depthMask} `
+ `polygonOffset=${this.polygonOffset}`
+ `]`;
}
// #endif
/**
* A quickly getting an instance of a State that is configured for 2d rendering.
* @returns a new State with values set for 2d rendering
*/
public static for2d(): State
{
const state = new State();
state.depthTest = false;
state.blend = true;
return state;
}
public static default2d = State.for2d();
}