1 /**************************************************************************** 2 Copyright (c) 2008-2010 Ricardo Quesada 3 Copyright (c) 2011-2012 cocos2d-x.org 4 Copyright (c) 2013-2014 Chukong Technologies Inc. 5 6 http://www.cocos2d-x.org 7 8 Permission is hereby granted, free of charge, to any person obtaining a copy 9 of this software and associated documentation files (the "Software"), to deal 10 in the Software without restriction, including without limitation the rights 11 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 12 copies of the Software, and to permit persons to whom the Software is 13 furnished to do so, subject to the following conditions: 14 15 The above copyright notice and this permission notice shall be included in 16 all copies or substantial portions of the Software. 17 18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 21 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 22 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 23 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 24 THE SOFTWARE. 25 ****************************************************************************/ 26 27 cc._currentProjectionMatrix = -1; 28 cc._vertexAttribPosition = false; 29 cc._vertexAttribColor = false; 30 cc._vertexAttribTexCoords = false; 31 32 if (cc.ENABLE_GL_STATE_CACHE) { 33 cc.MAX_ACTIVETEXTURE = 16; 34 35 cc._currentShaderProgram = -1; 36 cc._currentBoundTexture = [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]; 37 cc._blendingSource = -1; 38 cc._blendingDest = -1; 39 cc._GLServerState = 0; 40 if(cc.TEXTURE_ATLAS_USE_VAO) 41 cc._uVAO = 0; 42 } 43 44 // GL State Cache functions 45 46 /** 47 * Invalidates the GL state cache.<br/> 48 * If CC_ENABLE_GL_STATE_CACHE it will reset the GL state cache. 49 */ 50 cc.glInvalidateStateCache = function () { 51 cc.kmGLFreeAll(); 52 cc._currentProjectionMatrix = -1; 53 cc._vertexAttribPosition = false; 54 cc._vertexAttribColor = false; 55 cc._vertexAttribTexCoords = false; 56 if (cc.ENABLE_GL_STATE_CACHE) { 57 cc._currentShaderProgram = -1; 58 for (var i = 0; i < cc.MAX_ACTIVETEXTURE; i++) { 59 cc._currentBoundTexture[i] = -1; 60 } 61 cc._blendingSource = -1; 62 cc._blendingDest = -1; 63 cc._GLServerState = 0; 64 } 65 }; 66 67 /** 68 * Uses the GL program in case program is different than the current one.<br/> 69 * If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glUseProgram() directly. 70 * @param {WebGLProgram} program 71 */ 72 cc.glUseProgram = function (program) { 73 if (program !== cc._currentShaderProgram) { 74 cc._currentShaderProgram = program; 75 cc._renderContext.useProgram(program); 76 } 77 }; 78 79 if(!cc.ENABLE_GL_STATE_CACHE){ 80 cc.glUseProgram = function (program) { 81 cc._renderContext.useProgram(program); 82 } 83 } 84 85 /** 86 * Deletes the GL program. If it is the one that is being used, it invalidates it.<br/> 87 * If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glDeleteProgram() directly. 88 * @param {WebGLProgram} program 89 */ 90 cc.glDeleteProgram = function (program) { 91 if (cc.ENABLE_GL_STATE_CACHE) { 92 if (program === cc._currentShaderProgram) 93 cc._currentShaderProgram = -1; 94 } 95 gl.deleteProgram(program); 96 }; 97 98 /** 99 * Uses a blending function in case it not already used.<br/> 100 * If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glBlendFunc() directly. 101 * @param {Number} sfactor 102 * @param {Number} dfactor 103 */ 104 cc.glBlendFunc = function (sfactor, dfactor) { 105 if ((sfactor !== cc._blendingSource) || (dfactor !== cc._blendingDest)) { 106 cc._blendingSource = sfactor; 107 cc._blendingDest = dfactor; 108 cc.setBlending(sfactor, dfactor); 109 } 110 }; 111 112 cc.setBlending = function (sfactor, dfactor) { 113 var ctx = cc._renderContext; 114 if ((sfactor === ctx.ONE) && (dfactor === ctx.ZERO)) { 115 ctx.disable(ctx.BLEND); 116 } else { 117 ctx.enable(ctx.BLEND); 118 cc._renderContext.blendFunc(sfactor,dfactor); 119 //TODO need fix for WebGL 120 //ctx.blendFuncSeparate(ctx.SRC_ALPHA, dfactor, sfactor, dfactor); 121 } 122 }; 123 124 cc.glBlendFuncForParticle = function(sfactor, dfactor) { 125 if ((sfactor !== cc._blendingSource) || (dfactor !== cc._blendingDest)) { 126 cc._blendingSource = sfactor; 127 cc._blendingDest = dfactor; 128 var ctx = cc._renderContext; 129 if ((sfactor === ctx.ONE) && (dfactor === ctx.ZERO)) { 130 ctx.disable(ctx.BLEND); 131 } else { 132 ctx.enable(ctx.BLEND); 133 //TODO need fix for WebGL 134 ctx.blendFuncSeparate(ctx.SRC_ALPHA, dfactor, sfactor, dfactor); 135 } 136 } 137 }; 138 139 if(!cc.ENABLE_GL_STATE_CACHE){ 140 cc.glBlendFunc = cc.setBlending; 141 }; 142 143 /** 144 * Resets the blending mode back to the cached state in case you used glBlendFuncSeparate() or glBlendEquation().<br/> 145 * If CC_ENABLE_GL_STATE_CACHE is disabled, it will just set the default blending mode using GL_FUNC_ADD. 146 */ 147 cc.glBlendResetToCache = function () { 148 var ctx = cc._renderContext; 149 ctx.blendEquation(ctx.FUNC_ADD); 150 if (cc.ENABLE_GL_STATE_CACHE) 151 cc.setBlending(cc._blendingSource, cc._blendingDest); 152 else 153 cc.setBlending(ctx.BLEND_SRC, ctx.BLEND_DST); 154 }; 155 156 /** 157 * sets the projection matrix as dirty 158 */ 159 cc.setProjectionMatrixDirty = function () { 160 cc._currentProjectionMatrix = -1; 161 }; 162 163 /** 164 * <p> 165 * Will enable the vertex attribs that are passed as flags. <br/> 166 * Possible flags: <br/> 167 * cc.VERTEX_ATTRIB_FLAG_POSITION <br/> 168 * cc.VERTEX_ATTRIB_FLAG_COLOR <br/> 169 * cc.VERTEX_ATTRIB_FLAG_TEX_COORDS <br/> 170 * <br/> 171 * These flags can be ORed. The flags that are not present, will be disabled. 172 * </p> 173 * @param {cc.VERTEX_ATTRIB_FLAG_POSITION | cc.VERTEX_ATTRIB_FLAG_COLOR | cc.VERTEX_ATTRIB_FLAG_TEX_OORDS} flags 174 */ 175 cc.glEnableVertexAttribs = function (flags) { 176 /* Position */ 177 var ctx = cc._renderContext; 178 var enablePosition = ( flags & cc.VERTEX_ATTRIB_FLAG_POSITION ); 179 if (enablePosition !== cc._vertexAttribPosition) { 180 if (enablePosition) 181 ctx.enableVertexAttribArray(cc.VERTEX_ATTRIB_POSITION); 182 else 183 ctx.disableVertexAttribArray(cc.VERTEX_ATTRIB_POSITION); 184 cc._vertexAttribPosition = enablePosition; 185 } 186 187 /* Color */ 188 var enableColor = (flags & cc.VERTEX_ATTRIB_FLAG_COLOR); 189 if (enableColor !== cc._vertexAttribColor) { 190 if (enableColor) 191 ctx.enableVertexAttribArray(cc.VERTEX_ATTRIB_COLOR); 192 else 193 ctx.disableVertexAttribArray(cc.VERTEX_ATTRIB_COLOR); 194 cc._vertexAttribColor = enableColor; 195 } 196 197 /* Tex Coords */ 198 var enableTexCoords = (flags & cc.VERTEX_ATTRIB_FLAG_TEX_COORDS); 199 if (enableTexCoords !== cc._vertexAttribTexCoords) { 200 if (enableTexCoords) 201 ctx.enableVertexAttribArray(cc.VERTEX_ATTRIB_TEX_COORDS); 202 else 203 ctx.disableVertexAttribArray(cc.VERTEX_ATTRIB_TEX_COORDS); 204 cc._vertexAttribTexCoords = enableTexCoords; 205 } 206 }; 207 208 /** 209 * If the texture is not already bound, it binds it.<br/> 210 * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindTexture() directly. 211 * @param {cc.Texture2D} textureId 212 */ 213 cc.glBindTexture2D = function (textureId) { 214 cc.glBindTexture2DN(0, textureId); 215 }; 216 217 /** 218 * If the texture is not already bound to a given unit, it binds it.<br/> 219 * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindTexture() directly. 220 * @param {Number} textureUnit 221 * @param {cc.Texture2D} textureId 222 */ 223 cc.glBindTexture2DN = function (textureUnit, textureId) { 224 if (cc._currentBoundTexture[textureUnit] == textureId) 225 return; 226 cc._currentBoundTexture[textureUnit] = textureId; 227 228 var ctx = cc._renderContext; 229 ctx.activeTexture(ctx.TEXTURE0 + textureUnit); 230 if(textureId) 231 ctx.bindTexture(ctx.TEXTURE_2D, textureId._webTextureObj); 232 else 233 ctx.bindTexture(ctx.TEXTURE_2D, null); 234 }; 235 if (!cc.ENABLE_GL_STATE_CACHE){ 236 cc.glBindTexture2DN = function (textureUnit, textureId) { 237 var ctx = cc._renderContext; 238 ctx.activeTexture(ctx.TEXTURE0 + textureUnit); 239 if(textureId) 240 ctx.bindTexture(ctx.TEXTURE_2D, textureId._webTextureObj); 241 else 242 ctx.bindTexture(ctx.TEXTURE_2D, null); 243 }; 244 } 245 246 /** 247 * It will delete a given texture. If the texture was bound, it will invalidate the cached. <br/> 248 * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glDeleteTextures() directly. 249 * @param {WebGLTexture} textureId 250 */ 251 cc.glDeleteTexture = function (textureId) { 252 cc.glDeleteTextureN(0, textureId); 253 }; 254 255 /** 256 * It will delete a given texture. If the texture was bound, it will invalidate the cached for the given texture unit.<br/> 257 * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glDeleteTextures() directly. 258 * @param {Number} textureUnit 259 * @param {WebGLTexture} textureId 260 */ 261 cc.glDeleteTextureN = function (textureUnit, textureId) { 262 if (cc.ENABLE_GL_STATE_CACHE) { 263 if (textureId == cc._currentBoundTexture[ textureUnit ]) 264 cc._currentBoundTexture[ textureUnit ] = -1; 265 } 266 cc._renderContext.deleteTexture(textureId); 267 }; 268 269 /** 270 * If the vertex array is not already bound, it binds it.<br/> 271 * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindVertexArray() directly. 272 * @param vaoId 273 */ 274 cc.glBindVAO = function (vaoId) { 275 if (!cc.TEXTURE_ATLAS_USE_VAO) 276 return; 277 278 if (cc.ENABLE_GL_STATE_CACHE) { 279 if (cc._uVAO != vaoId) { 280 cc._uVAO = vaoId; 281 //TODO need fixed 282 //glBindVertexArray(vaoId); 283 } 284 } else { 285 //glBindVertexArray(vaoId); 286 } 287 }; 288 289 /** 290 * It will enable / disable the server side GL states.<br/> 291 * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glEnable() directly. 292 * @param {Number} flags 293 */ 294 cc.glEnable = function (flags) { 295 if (cc.ENABLE_GL_STATE_CACHE) { 296 /*var enabled; 297 298 */ 299 /* GL_BLEND */ 300 /* 301 if ((enabled = (flags & cc.GL_BLEND)) != (cc._GLServerState & cc.GL_BLEND)) { 302 if (enabled) { 303 cc._renderContext.enable(cc._renderContext.BLEND); 304 cc._GLServerState |= cc.GL_BLEND; 305 } else { 306 cc._renderContext.disable(cc._renderContext.BLEND); 307 cc._GLServerState &= ~cc.GL_BLEND; 308 } 309 }*/ 310 } else { 311 /*if ((flags & cc.GL_BLEND)) 312 cc._renderContext.enable(cc._renderContext.BLEND); 313 else 314 cc._renderContext.disable(cc._renderContext.BLEND);*/ 315 } 316 }; 317 318