var WebGLManager = require('./WebGLManager'),
utils = require('../../../utils');
/**
* @class
* @param renderer {WebGLRenderer} The renderer this manager works for.
*/
function WebGLMaskManager(renderer) {
WebGLManager.call(this, renderer);
this.stencilMaskStack = null;
}
WebGLMaskManager.prototype = Object.create(WebGLManager.prototype);
WebGLMaskManager.prototype.constructor = WebGLMaskManager;
module.exports = WebGLMaskManager;
/**
* Changes the mask stack that is used by this manager.
*
* @param stencilMaskStack {StencilMaskStack} The mask stack
*/
WebGLMaskManager.prototype.setMaskStack = function(stencilMaskStack) {
this.stencilMaskStack = stencilMaskStack;
var gl = this.renderer.gl;
if (stencilMaskStack.stencilStack.length === 0) {
gl.disable(gl.STENCIL_TEST);
}
else {
gl.enable(gl.STENCIL_TEST);
}
};
/**
* Applies the Mask and adds it to the current filter stack. @alvin
*
* @param graphics {Graphics}
* @param webGLData {any[]}
*/
WebGLMaskManager.prototype.pushStencil = function(graphics, webGLData) {
this.renderer.currentRenderTarget.attachStencilBuffer();
var gl = this.renderer.gl,
sms = this.stencilMaskStack;
this.bindGraphics(graphics, webGLData);
if (sms.stencilStack.length === 0) {
gl.enable(gl.STENCIL_TEST);
gl.clear(gl.STENCIL_BUFFER_BIT);
sms.reverse = true;
sms.count = 0;
}
sms.stencilStack.push(webGLData);
var level = sms.count;
gl.colorMask(false, false, false, false);
gl.stencilFunc(gl.ALWAYS,0,0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INVERT);
// draw the triangle strip!
if (webGLData.mode === 1) {
gl.drawElements(gl.TRIANGLE_FAN, webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0);
if (sms.reverse) {
gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
}
else {
gl.stencilFunc(gl.EQUAL,level, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
}
// draw a quad to increment..
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, (webGLData.indices.length - 4) * 2);
if (sms.reverse) {
gl.stencilFunc(gl.EQUAL,0xFF - (level + 1), 0xFF);
}
else {
gl.stencilFunc(gl.EQUAL,level + 1, 0xFF);
}
sms.reverse = !sms.reverse;
}
else {
if (!sms.reverse) {
gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
}
else {
gl.stencilFunc(gl.EQUAL,level, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
}
gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0);
if (!sms.reverse) {
gl.stencilFunc(gl.EQUAL,0xFF - (level + 1), 0xFF);
}
else {
gl.stencilFunc(gl.EQUAL,level + 1, 0xFF);
}
}
gl.colorMask(true, true, true, true);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
sms.count++;
};
/**
* TODO this does not belong here!
*
* @param graphics {Graphics}
* @param webGLData {any[]}
*/
WebGLMaskManager.prototype.bindGraphics = function(graphics, webGLData) {
// if (this._currentGraphics === graphics)return;
var gl = this.renderer.gl;
// bind the graphics object..
var shader;// = this.renderer.shaderManager.plugins.primitiveShader;
if (webGLData.mode === 1) {
shader = this.renderer.shaderManager.complexPrimitiveShader;
this.renderer.shaderManager.setShader(shader);
gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true));
gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true));
gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint));
gl.uniform3fv(shader.uniforms.color._location, webGLData.color);
gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha);
gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);
gl.vertexAttribPointer(shader.attributes.aVertexPosition, 2, gl.FLOAT, false, 4 * 2, 0);
// now do the rest..
// set the index buffer!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
}
else {
// this.renderer.shaderManager.activatePrimitiveShader();
shader = this.renderer.shaderManager.primitiveShader;
this.renderer.shaderManager.setShader(shader);
gl.uniformMatrix3fv(shader.uniforms.translationMatrix._location, false, graphics.worldTransform.toArray(true));
gl.uniformMatrix3fv(shader.uniforms.projectionMatrix._location, false, this.renderer.currentRenderTarget.projectionMatrix.toArray(true));
gl.uniform3fv(shader.uniforms.tint._location, utils.hex2rgb(graphics.tint));
gl.uniform1f(shader.uniforms.alpha._location, graphics.worldAlpha);
gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);
gl.vertexAttribPointer(shader.attributes.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);
gl.vertexAttribPointer(shader.attributes.aColor, 4, gl.FLOAT, false,4 * 6, 2 * 4);
// set the index buffer!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);
}
};
/**
* TODO @alvin
* @param graphics {Graphics}
* @param webGLData {any[]}
*/
WebGLMaskManager.prototype.popStencil = function(graphics, webGLData) {
var gl = this.renderer.gl,
sms = this.stencilMaskStack;
sms.stencilStack.pop();
sms.count--;
if (sms.stencilStack.length === 0) {
// the stack is empty!
gl.disable(gl.STENCIL_TEST);
}
else {
var level = sms.count;
this.bindGraphics(graphics, webGLData);
gl.colorMask(false, false, false, false);
if (webGLData.mode === 1) {
sms.reverse = !sms.reverse;
if (sms.reverse) {
gl.stencilFunc(gl.EQUAL, 0xFF - (level + 1), 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
}
else {
gl.stencilFunc(gl.EQUAL,level + 1, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
}
// draw a quad to increment..
gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, (webGLData.indices.length - 4) * 2);
gl.stencilFunc(gl.ALWAYS,0,0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INVERT);
// draw the triangle strip!
gl.drawElements(gl.TRIANGLE_FAN, webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0);
this.renderer.drawCount += 2;
if (!sms.reverse) {
gl.stencilFunc(gl.EQUAL,0xFF - (level), 0xFF);
}
else {
gl.stencilFunc(gl.EQUAL,level, 0xFF);
}
}
else {
// console.log("<<>>")
if (!sms.reverse) {
gl.stencilFunc(gl.EQUAL, 0xFF - (level + 1), 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);
}
else {
gl.stencilFunc(gl.EQUAL,level + 1, 0xFF);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);
}
gl.drawElements(gl.TRIANGLE_STRIP, webGLData.indices.length, gl.UNSIGNED_SHORT, 0);
this.renderer.drawCount++;
if (!sms.reverse) {
gl.stencilFunc(gl.EQUAL,0xFF - (level), 0xFF);
}
else {
gl.stencilFunc(gl.EQUAL,level, 0xFF);
}
}
gl.colorMask(true, true, true, true);
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
}
};
/**
* Destroys the mask stack.
*
*/
WebGLMaskManager.prototype.destroy = function() {
WebGLManager.prototype.destroy.call(this);
this.stencilMaskStack.stencilStack = null;
};
/**
* Applies the Mask and adds it to the current filter stack.
*
* @param maskData {any[]} The mask data structure to use
*/
WebGLMaskManager.prototype.pushMask = function(maskData) {
this.renderer.setObjectRenderer(this.renderer.plugins.graphics);
if (maskData.dirty) {
this.renderer.plugins.graphics.updateGraphics(maskData, this.renderer.gl);
}
if (!maskData._webGL[this.renderer.gl.id].data.length) {
return;
}
this.pushStencil(maskData, maskData._webGL[this.renderer.gl.id].data[0]);
};
/**
* Removes the last filter from the filter stack and doesn't return it.
*
* @param maskData {any[]}
*/
WebGLMaskManager.prototype.popMask = function(maskData) {
this.renderer.setObjectRenderer(this.renderer.plugins.graphics);
this.popStencil(maskData, maskData._webGL[this.renderer.gl.id].data[0]);
};