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4465x 1x 4464x 2x 4462x 1x 4461x 1x 4460x 1x 4459x 1x 4458x 2x 4456x 1x 4455x 1x 4454x 1x 4453x 1x 4452x 1x 4451x 1x 4450x 1x 4449x 1x 4448x 1x 4447x 1x 4446x 1x 4445x 1x 4444x 1x 4443x 1x 4442x 15x 15x 15x 15x 4442x 4442x 1x 1x 1x 15689x 15689x 15689x 15327x 15327x 362x 336x 336x 336x 228x 228x 228x 228x 336x 336x 336x 1x 3x 3x 3x 3x 3x 3x 3x 3x 2x 2x 2x 3x 1x 1x 1x 1x 1x 161275x 55421x 105854x 749x 10900x 10900x 10900x 10900x 5129x 745x 1944x 1944x 1944x 1944x 418x 66501x 66501x 66501x 66501x 2402x 2402x 747x 747x 38827x 38827x 38827x 38827x 20160x 18063x 18063x 9595x 10546x 8970x 18569x 18569x 18569x 18569x 8970x 8970x 8970x 23789x 23789x 23789x 23789x 18342x 18342x 18342x 18342x 18342x 18342x 18342x 18342x 18342x 18342x 18342x 18342x 18342x 18342x 18342x 18342x 18342x 745x 745x 745x 745x 1x 44399x 44399x 950x 950x 950x 44399x 44399x 1x 745x 745x 745x 745x 745x 745x 745x 745x 745x 745x 745x 745x 745x 745x 261x 261x 4x 261x 86x 261x 261x 24x 261x 2x 261x 155x 261x 43x 261x 77x 261x 41x 261x 94x 261x 261x 1x 80919x 42434x 42434x 261x 261x 42434x 42434x 108455x 80919x 80919x 80919x 65756x 80919x 80919x 80919x 17824x 80919x 43654x 1x 2428x 1x 2427x | import BoundingRectangle from "../Core/BoundingRectangle.js";
import Color from "../Core/Color.js";
import Frozen from "../Core/Frozen.js";
import defined from "../Core/defined.js";
import DeveloperError from "../Core/DeveloperError.js";
import WebGLConstants from "../Core/WebGLConstants.js";
import WindingOrder from "../Core/WindingOrder.js";
import ContextLimits from "./ContextLimits.js";
import freezeRenderState from "./freezeRenderState.js";
function validateBlendEquation(blendEquation) {
return (
blendEquation === WebGLConstants.FUNC_ADD ||
blendEquation === WebGLConstants.FUNC_SUBTRACT ||
blendEquation === WebGLConstants.FUNC_REVERSE_SUBTRACT ||
blendEquation === WebGLConstants.MIN ||
blendEquation === WebGLConstants.MAX
);
}
function validateBlendFunction(blendFunction) {
return (
blendFunction === WebGLConstants.ZERO ||
blendFunction === WebGLConstants.ONE ||
blendFunction === WebGLConstants.SRC_COLOR ||
blendFunction === WebGLConstants.ONE_MINUS_SRC_COLOR ||
blendFunction === WebGLConstants.DST_COLOR ||
blendFunction === WebGLConstants.ONE_MINUS_DST_COLOR ||
blendFunction === WebGLConstants.SRC_ALPHA ||
blendFunction === WebGLConstants.ONE_MINUS_SRC_ALPHA ||
blendFunction === WebGLConstants.DST_ALPHA ||
blendFunction === WebGLConstants.ONE_MINUS_DST_ALPHA ||
blendFunction === WebGLConstants.CONSTANT_COLOR ||
blendFunction === WebGLConstants.ONE_MINUS_CONSTANT_COLOR ||
blendFunction === WebGLConstants.CONSTANT_ALPHA ||
blendFunction === WebGLConstants.ONE_MINUS_CONSTANT_ALPHA ||
blendFunction === WebGLConstants.SRC_ALPHA_SATURATE
);
}
function validateCullFace(cullFace) {
return (
cullFace === WebGLConstants.FRONT ||
cullFace === WebGLConstants.BACK ||
cullFace === WebGLConstants.FRONT_AND_BACK
);
}
function validateDepthFunction(depthFunction) {
return (
depthFunction === WebGLConstants.NEVER ||
depthFunction === WebGLConstants.LESS ||
depthFunction === WebGLConstants.EQUAL ||
depthFunction === WebGLConstants.LEQUAL ||
depthFunction === WebGLConstants.GREATER ||
depthFunction === WebGLConstants.NOTEQUAL ||
depthFunction === WebGLConstants.GEQUAL ||
depthFunction === WebGLConstants.ALWAYS
);
}
function validateStencilFunction(stencilFunction) {
return (
stencilFunction === WebGLConstants.NEVER ||
stencilFunction === WebGLConstants.LESS ||
stencilFunction === WebGLConstants.EQUAL ||
stencilFunction === WebGLConstants.LEQUAL ||
stencilFunction === WebGLConstants.GREATER ||
stencilFunction === WebGLConstants.NOTEQUAL ||
stencilFunction === WebGLConstants.GEQUAL ||
stencilFunction === WebGLConstants.ALWAYS
);
}
function validateStencilOperation(stencilOperation) {
return (
stencilOperation === WebGLConstants.ZERO ||
stencilOperation === WebGLConstants.KEEP ||
stencilOperation === WebGLConstants.REPLACE ||
stencilOperation === WebGLConstants.INCR ||
stencilOperation === WebGLConstants.DECR ||
stencilOperation === WebGLConstants.INVERT ||
stencilOperation === WebGLConstants.INCR_WRAP ||
stencilOperation === WebGLConstants.DECR_WRAP
);
}
/**
* @private
*/
function RenderState(renderState) {
const rs = renderState ?? Frozen.EMPTY_OBJECT;
const cull = rs.cull ?? Frozen.EMPTY_OBJECT;
const polygonOffset = rs.polygonOffset ?? Frozen.EMPTY_OBJECT;
const scissorTest = rs.scissorTest ?? Frozen.EMPTY_OBJECT;
const scissorTestRectangle = scissorTest.rectangle ?? Frozen.EMPTY_OBJECT;
const depthRange = rs.depthRange ?? Frozen.EMPTY_OBJECT;
const depthTest = rs.depthTest ?? Frozen.EMPTY_OBJECT;
const colorMask = rs.colorMask ?? Frozen.EMPTY_OBJECT;
const blending = rs.blending ?? Frozen.EMPTY_OBJECT;
const blendingColor = blending.color ?? Frozen.EMPTY_OBJECT;
const stencilTest = rs.stencilTest ?? Frozen.EMPTY_OBJECT;
const stencilTestFrontOperation =
stencilTest.frontOperation ?? Frozen.EMPTY_OBJECT;
const stencilTestBackOperation =
stencilTest.backOperation ?? Frozen.EMPTY_OBJECT;
const sampleCoverage = rs.sampleCoverage ?? Frozen.EMPTY_OBJECT;
const viewport = rs.viewport;
this.frontFace = rs.frontFace ?? WindingOrder.COUNTER_CLOCKWISE;
this.cull = {
enabled: cull.enabled ?? false,
face: cull.face ?? WebGLConstants.BACK,
};
this.lineWidth = rs.lineWidth ?? 1.0;
this.polygonOffset = {
enabled: polygonOffset.enabled ?? false,
factor: polygonOffset.factor ?? 0,
units: polygonOffset.units ?? 0,
};
this.scissorTest = {
enabled: scissorTest.enabled ?? false,
rectangle: BoundingRectangle.clone(scissorTestRectangle),
};
this.depthRange = {
near: depthRange.near ?? 0,
far: depthRange.far ?? 1,
};
this.depthTest = {
enabled: depthTest.enabled ?? false,
func: depthTest.func ?? WebGLConstants.LESS, // func, because function is a JavaScript keyword
};
this.colorMask = {
red: colorMask.red ?? true,
green: colorMask.green ?? true,
blue: colorMask.blue ?? true,
alpha: colorMask.alpha ?? true,
};
this.depthMask = rs.depthMask ?? true;
this.stencilMask = rs.stencilMask ?? ~0;
this.blending = {
enabled: blending.enabled ?? false,
color: new Color(
blendingColor.red ?? 0.0,
blendingColor.green ?? 0.0,
blendingColor.blue ?? 0.0,
blendingColor.alpha ?? 0.0,
),
equationRgb: blending.equationRgb ?? WebGLConstants.FUNC_ADD,
equationAlpha: blending.equationAlpha ?? WebGLConstants.FUNC_ADD,
functionSourceRgb: blending.functionSourceRgb ?? WebGLConstants.ONE,
functionSourceAlpha: blending.functionSourceAlpha ?? WebGLConstants.ONE,
functionDestinationRgb:
blending.functionDestinationRgb ?? WebGLConstants.ZERO,
functionDestinationAlpha:
blending.functionDestinationAlpha ?? WebGLConstants.ZERO,
};
this.stencilTest = {
enabled: stencilTest.enabled ?? false,
frontFunction: stencilTest.frontFunction ?? WebGLConstants.ALWAYS,
backFunction: stencilTest.backFunction ?? WebGLConstants.ALWAYS,
reference: stencilTest.reference ?? 0,
mask: stencilTest.mask ?? ~0,
frontOperation: {
fail: stencilTestFrontOperation.fail ?? WebGLConstants.KEEP,
zFail: stencilTestFrontOperation.zFail ?? WebGLConstants.KEEP,
zPass: stencilTestFrontOperation.zPass ?? WebGLConstants.KEEP,
},
backOperation: {
fail: stencilTestBackOperation.fail ?? WebGLConstants.KEEP,
zFail: stencilTestBackOperation.zFail ?? WebGLConstants.KEEP,
zPass: stencilTestBackOperation.zPass ?? WebGLConstants.KEEP,
},
};
this.sampleCoverage = {
enabled: sampleCoverage.enabled ?? false,
value: sampleCoverage.value ?? 1.0,
invert: sampleCoverage.invert ?? false,
};
this.viewport = defined(viewport)
? new BoundingRectangle(
viewport.x,
viewport.y,
viewport.width,
viewport.height,
)
: undefined;
//>>includeStart('debug', pragmas.debug);
if (
this.lineWidth < ContextLimits.minimumAliasedLineWidth ||
this.lineWidth > ContextLimits.maximumAliasedLineWidth
) {
throw new DeveloperError(
"renderState.lineWidth is out of range. Check minimumAliasedLineWidth and maximumAliasedLineWidth.",
);
}
if (!WindingOrder.validate(this.frontFace)) {
throw new DeveloperError("Invalid renderState.frontFace.");
}
if (!validateCullFace(this.cull.face)) {
throw new DeveloperError("Invalid renderState.cull.face.");
}
if (
this.scissorTest.rectangle.width < 0 ||
this.scissorTest.rectangle.height < 0
) {
throw new DeveloperError(
"renderState.scissorTest.rectangle.width and renderState.scissorTest.rectangle.height must be greater than or equal to zero.",
);
}
if (this.depthRange.near > this.depthRange.far) {
// WebGL specific - not an error in GL ES
throw new DeveloperError(
"renderState.depthRange.near can not be greater than renderState.depthRange.far.",
);
}
if (this.depthRange.near < 0) {
// Would be clamped by GL
throw new DeveloperError(
"renderState.depthRange.near must be greater than or equal to zero.",
);
}
if (this.depthRange.far > 1) {
// Would be clamped by GL
throw new DeveloperError(
"renderState.depthRange.far must be less than or equal to one.",
);
}
if (!validateDepthFunction(this.depthTest.func)) {
throw new DeveloperError("Invalid renderState.depthTest.func.");
}
if (
this.blending.color.red < 0.0 ||
this.blending.color.red > 1.0 ||
this.blending.color.green < 0.0 ||
this.blending.color.green > 1.0 ||
this.blending.color.blue < 0.0 ||
this.blending.color.blue > 1.0 ||
this.blending.color.alpha < 0.0 ||
this.blending.color.alpha > 1.0
) {
// Would be clamped by GL
throw new DeveloperError(
"renderState.blending.color components must be greater than or equal to zero and less than or equal to one.",
);
}
if (!validateBlendEquation(this.blending.equationRgb)) {
throw new DeveloperError("Invalid renderState.blending.equationRgb.");
}
if (!validateBlendEquation(this.blending.equationAlpha)) {
throw new DeveloperError("Invalid renderState.blending.equationAlpha.");
}
if (!validateBlendFunction(this.blending.functionSourceRgb)) {
throw new DeveloperError("Invalid renderState.blending.functionSourceRgb.");
}
if (!validateBlendFunction(this.blending.functionSourceAlpha)) {
throw new DeveloperError(
"Invalid renderState.blending.functionSourceAlpha.",
);
}
if (!validateBlendFunction(this.blending.functionDestinationRgb)) {
throw new DeveloperError(
"Invalid renderState.blending.functionDestinationRgb.",
);
}
if (!validateBlendFunction(this.blending.functionDestinationAlpha)) {
throw new DeveloperError(
"Invalid renderState.blending.functionDestinationAlpha.",
);
}
if (!validateStencilFunction(this.stencilTest.frontFunction)) {
throw new DeveloperError("Invalid renderState.stencilTest.frontFunction.");
}
if (!validateStencilFunction(this.stencilTest.backFunction)) {
throw new DeveloperError("Invalid renderState.stencilTest.backFunction.");
}
if (!validateStencilOperation(this.stencilTest.frontOperation.fail)) {
throw new DeveloperError(
"Invalid renderState.stencilTest.frontOperation.fail.",
);
}
if (!validateStencilOperation(this.stencilTest.frontOperation.zFail)) {
throw new DeveloperError(
"Invalid renderState.stencilTest.frontOperation.zFail.",
);
}
if (!validateStencilOperation(this.stencilTest.frontOperation.zPass)) {
throw new DeveloperError(
"Invalid renderState.stencilTest.frontOperation.zPass.",
);
}
if (!validateStencilOperation(this.stencilTest.backOperation.fail)) {
throw new DeveloperError(
"Invalid renderState.stencilTest.backOperation.fail.",
);
}
if (!validateStencilOperation(this.stencilTest.backOperation.zFail)) {
throw new DeveloperError(
"Invalid renderState.stencilTest.backOperation.zFail.",
);
}
if (!validateStencilOperation(this.stencilTest.backOperation.zPass)) {
throw new DeveloperError(
"Invalid renderState.stencilTest.backOperation.zPass.",
);
}
if (defined(this.viewport)) {
Iif (this.viewport.width < 0) {
throw new DeveloperError(
"renderState.viewport.width must be greater than or equal to zero.",
);
}
Iif (this.viewport.height < 0) {
throw new DeveloperError(
"renderState.viewport.height must be greater than or equal to zero.",
);
}
Iif (this.viewport.width > ContextLimits.maximumViewportWidth) {
throw new DeveloperError(
`renderState.viewport.width must be less than or equal to the maximum viewport width (${ContextLimits.maximumViewportWidth.toString()}). Check maximumViewportWidth.`,
);
}
Iif (this.viewport.height > ContextLimits.maximumViewportHeight) {
throw new DeveloperError(
`renderState.viewport.height must be less than or equal to the maximum viewport height (${ContextLimits.maximumViewportHeight.toString()}). Check maximumViewportHeight.`,
);
}
}
//>>includeEnd('debug');
this.id = 0;
this._applyFunctions = [];
}
let nextRenderStateId = 0;
let renderStateCache = {};
/**
* Validates and then finds or creates an immutable render state, which defines the pipeline
* state for a {@link DrawCommand} or {@link ClearCommand}. All inputs states are optional. Omitted states
* use the defaults shown in the example below.
*
* @param {object} [renderState] The states defining the render state as shown in the example below.
*
* @exception {RuntimeError} renderState.lineWidth is out of range.
* @exception {DeveloperError} Invalid renderState.frontFace.
* @exception {DeveloperError} Invalid renderState.cull.face.
* @exception {DeveloperError} scissorTest.rectangle.width and scissorTest.rectangle.height must be greater than or equal to zero.
* @exception {DeveloperError} renderState.depthRange.near can't be greater than renderState.depthRange.far.
* @exception {DeveloperError} renderState.depthRange.near must be greater than or equal to zero.
* @exception {DeveloperError} renderState.depthRange.far must be less than or equal to zero.
* @exception {DeveloperError} Invalid renderState.depthTest.func.
* @exception {DeveloperError} renderState.blending.color components must be greater than or equal to zero and less than or equal to one
* @exception {DeveloperError} Invalid renderState.blending.equationRgb.
* @exception {DeveloperError} Invalid renderState.blending.equationAlpha.
* @exception {DeveloperError} Invalid renderState.blending.functionSourceRgb.
* @exception {DeveloperError} Invalid renderState.blending.functionSourceAlpha.
* @exception {DeveloperError} Invalid renderState.blending.functionDestinationRgb.
* @exception {DeveloperError} Invalid renderState.blending.functionDestinationAlpha.
* @exception {DeveloperError} Invalid renderState.stencilTest.frontFunction.
* @exception {DeveloperError} Invalid renderState.stencilTest.backFunction.
* @exception {DeveloperError} Invalid renderState.stencilTest.frontOperation.fail.
* @exception {DeveloperError} Invalid renderState.stencilTest.frontOperation.zFail.
* @exception {DeveloperError} Invalid renderState.stencilTest.frontOperation.zPass.
* @exception {DeveloperError} Invalid renderState.stencilTest.backOperation.fail.
* @exception {DeveloperError} Invalid renderState.stencilTest.backOperation.zFail.
* @exception {DeveloperError} Invalid renderState.stencilTest.backOperation.zPass.
* @exception {DeveloperError} renderState.viewport.width must be greater than or equal to zero.
* @exception {DeveloperError} renderState.viewport.width must be less than or equal to the maximum viewport width.
* @exception {DeveloperError} renderState.viewport.height must be greater than or equal to zero.
* @exception {DeveloperError} renderState.viewport.height must be less than or equal to the maximum viewport height.
*
*
* @example
* const defaults = {
* frontFace : WindingOrder.COUNTER_CLOCKWISE,
* cull : {
* enabled : false,
* face : CullFace.BACK
* },
* lineWidth : 1,
* polygonOffset : {
* enabled : false,
* factor : 0,
* units : 0
* },
* scissorTest : {
* enabled : false,
* rectangle : {
* x : 0,
* y : 0,
* width : 0,
* height : 0
* }
* },
* depthRange : {
* near : 0,
* far : 1
* },
* depthTest : {
* enabled : false,
* func : DepthFunction.LESS
* },
* colorMask : {
* red : true,
* green : true,
* blue : true,
* alpha : true
* },
* depthMask : true,
* stencilMask : ~0,
* blending : {
* enabled : false,
* color : {
* red : 0.0,
* green : 0.0,
* blue : 0.0,
* alpha : 0.0
* },
* equationRgb : BlendEquation.ADD,
* equationAlpha : BlendEquation.ADD,
* functionSourceRgb : BlendFunction.ONE,
* functionSourceAlpha : BlendFunction.ONE,
* functionDestinationRgb : BlendFunction.ZERO,
* functionDestinationAlpha : BlendFunction.ZERO
* },
* stencilTest : {
* enabled : false,
* frontFunction : StencilFunction.ALWAYS,
* backFunction : StencilFunction.ALWAYS,
* reference : 0,
* mask : ~0,
* frontOperation : {
* fail : StencilOperation.KEEP,
* zFail : StencilOperation.KEEP,
* zPass : StencilOperation.KEEP
* },
* backOperation : {
* fail : StencilOperation.KEEP,
* zFail : StencilOperation.KEEP,
* zPass : StencilOperation.KEEP
* }
* },
* sampleCoverage : {
* enabled : false,
* value : 1.0,
* invert : false
* }
* };
*
* const rs = RenderState.fromCache(defaults);
*
* @see DrawCommand
* @see ClearCommand
*
* @private
*/
RenderState.fromCache = function (renderState) {
const partialKey = JSON.stringify(renderState);
let cachedState = renderStateCache[partialKey];
if (defined(cachedState)) {
++cachedState.referenceCount;
return cachedState.state;
}
// Cache miss. Fully define render state and try again.
let states = new RenderState(renderState);
const fullKey = JSON.stringify(states);
cachedState = renderStateCache[fullKey];
if (!defined(cachedState)) {
states.id = nextRenderStateId++;
//>>includeStart('debug', pragmas.debug);
states = freezeRenderState(states);
//>>includeEnd('debug');
cachedState = {
referenceCount: 0,
state: states,
};
// Cache full render state. Multiple partially defined render states may map to this.
renderStateCache[fullKey] = cachedState;
}
++cachedState.referenceCount;
// Cache partial render state so we can skip validation on a cache hit for a partially defined render state
renderStateCache[partialKey] = {
referenceCount: 1,
state: cachedState.state,
};
return cachedState.state;
};
/**
* @private
*/
RenderState.removeFromCache = function (renderState) {
const states = new RenderState(renderState);
const fullKey = JSON.stringify(states);
const fullCachedState = renderStateCache[fullKey];
// decrement partial key reference count
const partialKey = JSON.stringify(renderState);
const cachedState = renderStateCache[partialKey];
Eif (defined(cachedState)) {
--cachedState.referenceCount;
if (cachedState.referenceCount === 0) {
// remove partial key
delete renderStateCache[partialKey];
// decrement full key reference count
Eif (defined(fullCachedState)) {
--fullCachedState.referenceCount;
}
}
}
// remove full key if reference count is zero
if (defined(fullCachedState) && fullCachedState.referenceCount === 0) {
delete renderStateCache[fullKey];
}
};
/**
* This function is for testing purposes only.
* @private
*/
RenderState.getCache = function () {
return renderStateCache;
};
/**
* This function is for testing purposes only.
* @private
*/
RenderState.clearCache = function () {
renderStateCache = {};
};
function enableOrDisable(gl, glEnum, enable) {
if (enable) {
gl.enable(glEnum);
} else {
gl.disable(glEnum);
}
}
function applyFrontFace(gl, renderState) {
gl.frontFace(renderState.frontFace);
}
function applyCull(gl, renderState) {
const cull = renderState.cull;
const enabled = cull.enabled;
enableOrDisable(gl, gl.CULL_FACE, enabled);
if (enabled) {
gl.cullFace(cull.face);
}
}
function applyLineWidth(gl, renderState) {
gl.lineWidth(renderState.lineWidth);
}
function applyPolygonOffset(gl, renderState) {
const polygonOffset = renderState.polygonOffset;
const enabled = polygonOffset.enabled;
enableOrDisable(gl, gl.POLYGON_OFFSET_FILL, enabled);
if (enabled) {
gl.polygonOffset(polygonOffset.factor, polygonOffset.units);
}
}
function applyScissorTest(gl, renderState, passState) {
const scissorTest = renderState.scissorTest;
const enabled = defined(passState.scissorTest)
? passState.scissorTest.enabled
: scissorTest.enabled;
enableOrDisable(gl, gl.SCISSOR_TEST, enabled);
if (enabled) {
const rectangle = defined(passState.scissorTest)
? passState.scissorTest.rectangle
: scissorTest.rectangle;
gl.scissor(rectangle.x, rectangle.y, rectangle.width, rectangle.height);
}
}
function applyDepthRange(gl, renderState) {
const depthRange = renderState.depthRange;
gl.depthRange(depthRange.near, depthRange.far);
}
function applyDepthTest(gl, renderState) {
const depthTest = renderState.depthTest;
const enabled = depthTest.enabled;
enableOrDisable(gl, gl.DEPTH_TEST, enabled);
if (enabled) {
gl.depthFunc(depthTest.func);
}
}
function applyColorMask(gl, renderState) {
const colorMask = renderState.colorMask;
gl.colorMask(colorMask.red, colorMask.green, colorMask.blue, colorMask.alpha);
}
function applyDepthMask(gl, renderState) {
gl.depthMask(renderState.depthMask);
}
function applyStencilMask(gl, renderState) {
gl.stencilMask(renderState.stencilMask);
}
function applyBlendingColor(gl, color) {
gl.blendColor(color.red, color.green, color.blue, color.alpha);
}
function applyBlending(gl, renderState, passState) {
const blending = renderState.blending;
const enabled = defined(passState.blendingEnabled)
? passState.blendingEnabled
: blending.enabled;
enableOrDisable(gl, gl.BLEND, enabled);
if (enabled) {
applyBlendingColor(gl, blending.color);
gl.blendEquationSeparate(blending.equationRgb, blending.equationAlpha);
gl.blendFuncSeparate(
blending.functionSourceRgb,
blending.functionDestinationRgb,
blending.functionSourceAlpha,
blending.functionDestinationAlpha,
);
}
}
function applyStencilTest(gl, renderState) {
const stencilTest = renderState.stencilTest;
const enabled = stencilTest.enabled;
enableOrDisable(gl, gl.STENCIL_TEST, enabled);
if (enabled) {
const frontFunction = stencilTest.frontFunction;
const backFunction = stencilTest.backFunction;
const reference = stencilTest.reference;
const mask = stencilTest.mask;
// Section 6.8 of the WebGL spec requires the reference and masks to be the same for
// front- and back-face tests. This call prevents invalid operation errors when calling
// stencilFuncSeparate on Firefox. Perhaps they should delay validation to avoid requiring this.
gl.stencilFunc(frontFunction, reference, mask);
gl.stencilFuncSeparate(gl.BACK, backFunction, reference, mask);
gl.stencilFuncSeparate(gl.FRONT, frontFunction, reference, mask);
const frontOperation = stencilTest.frontOperation;
const frontOperationFail = frontOperation.fail;
const frontOperationZFail = frontOperation.zFail;
const frontOperationZPass = frontOperation.zPass;
gl.stencilOpSeparate(
gl.FRONT,
frontOperationFail,
frontOperationZFail,
frontOperationZPass,
);
const backOperation = stencilTest.backOperation;
const backOperationFail = backOperation.fail;
const backOperationZFail = backOperation.zFail;
const backOperationZPass = backOperation.zPass;
gl.stencilOpSeparate(
gl.BACK,
backOperationFail,
backOperationZFail,
backOperationZPass,
);
}
}
function applySampleCoverage(gl, renderState) {
const sampleCoverage = renderState.sampleCoverage;
const enabled = sampleCoverage.enabled;
enableOrDisable(gl, gl.SAMPLE_COVERAGE, enabled);
Iif (enabled) {
gl.sampleCoverage(sampleCoverage.value, sampleCoverage.invert);
}
}
const scratchViewport = new BoundingRectangle();
function applyViewport(gl, renderState, passState) {
let viewport = renderState.viewport ?? passState.viewport;
if (!defined(viewport)) {
viewport = scratchViewport;
viewport.width = passState.context.drawingBufferWidth;
viewport.height = passState.context.drawingBufferHeight;
}
passState.context.uniformState.viewport = viewport;
gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
}
RenderState.apply = function (gl, renderState, passState) {
applyFrontFace(gl, renderState);
applyCull(gl, renderState);
applyLineWidth(gl, renderState);
applyPolygonOffset(gl, renderState);
applyDepthRange(gl, renderState);
applyDepthTest(gl, renderState);
applyColorMask(gl, renderState);
applyDepthMask(gl, renderState);
applyStencilMask(gl, renderState);
applyStencilTest(gl, renderState);
applySampleCoverage(gl, renderState);
applyScissorTest(gl, renderState, passState);
applyBlending(gl, renderState, passState);
applyViewport(gl, renderState, passState);
};
function createFuncs(previousState, nextState) {
const funcs = [];
if (previousState.frontFace !== nextState.frontFace) {
funcs.push(applyFrontFace);
}
if (
previousState.cull.enabled !== nextState.cull.enabled ||
previousState.cull.face !== nextState.cull.face
) {
funcs.push(applyCull);
}
Iif (previousState.lineWidth !== nextState.lineWidth) {
funcs.push(applyLineWidth);
}
if (
previousState.polygonOffset.enabled !== nextState.polygonOffset.enabled ||
previousState.polygonOffset.factor !== nextState.polygonOffset.factor ||
previousState.polygonOffset.units !== nextState.polygonOffset.units
) {
funcs.push(applyPolygonOffset);
}
if (
previousState.depthRange.near !== nextState.depthRange.near ||
previousState.depthRange.far !== nextState.depthRange.far
) {
funcs.push(applyDepthRange);
}
if (
previousState.depthTest.enabled !== nextState.depthTest.enabled ||
previousState.depthTest.func !== nextState.depthTest.func
) {
funcs.push(applyDepthTest);
}
if (
previousState.colorMask.red !== nextState.colorMask.red ||
previousState.colorMask.green !== nextState.colorMask.green ||
previousState.colorMask.blue !== nextState.colorMask.blue ||
previousState.colorMask.alpha !== nextState.colorMask.alpha
) {
funcs.push(applyColorMask);
}
if (previousState.depthMask !== nextState.depthMask) {
funcs.push(applyDepthMask);
}
if (previousState.stencilMask !== nextState.stencilMask) {
funcs.push(applyStencilMask);
}
if (
previousState.stencilTest.enabled !== nextState.stencilTest.enabled ||
previousState.stencilTest.frontFunction !==
nextState.stencilTest.frontFunction ||
previousState.stencilTest.backFunction !==
nextState.stencilTest.backFunction ||
previousState.stencilTest.reference !== nextState.stencilTest.reference ||
previousState.stencilTest.mask !== nextState.stencilTest.mask ||
previousState.stencilTest.frontOperation.fail !==
nextState.stencilTest.frontOperation.fail ||
previousState.stencilTest.frontOperation.zFail !==
nextState.stencilTest.frontOperation.zFail ||
previousState.stencilTest.backOperation.fail !==
nextState.stencilTest.backOperation.fail ||
previousState.stencilTest.backOperation.zFail !==
nextState.stencilTest.backOperation.zFail ||
previousState.stencilTest.backOperation.zPass !==
nextState.stencilTest.backOperation.zPass
) {
funcs.push(applyStencilTest);
}
Iif (
previousState.sampleCoverage.enabled !== nextState.sampleCoverage.enabled ||
previousState.sampleCoverage.value !== nextState.sampleCoverage.value ||
previousState.sampleCoverage.invert !== nextState.sampleCoverage.invert
) {
funcs.push(applySampleCoverage);
}
return funcs;
}
RenderState.partialApply = function (
gl,
previousRenderState,
renderState,
previousPassState,
passState,
clear,
) {
if (previousRenderState !== renderState) {
// When a new render state is applied, instead of making WebGL calls for all the states or first
// comparing the states one-by-one with the previous state (basically a linear search), we take
// advantage of RenderState's immutability, and store a dynamically populated sparse data structure
// containing functions that make the minimum number of WebGL calls when transitioning from one state
// to the other. In practice, this works well since state-to-state transitions generally only require a
// few WebGL calls, especially if commands are stored by state.
let funcs = renderState._applyFunctions[previousRenderState.id];
if (!defined(funcs)) {
funcs = createFuncs(previousRenderState, renderState);
renderState._applyFunctions[previousRenderState.id] = funcs;
}
const len = funcs.length;
for (let i = 0; i < len; ++i) {
funcs[i](gl, renderState);
}
}
const previousScissorTest = defined(previousPassState.scissorTest)
? previousPassState.scissorTest
: previousRenderState.scissorTest;
const scissorTest = defined(passState.scissorTest)
? passState.scissorTest
: renderState.scissorTest;
// Our scissor rectangle can get out of sync with the GL scissor rectangle on clears.
// Seems to be a problem only on ANGLE. See https://github.com/CesiumGS/cesium/issues/2994
if (previousScissorTest !== scissorTest || clear) {
applyScissorTest(gl, renderState, passState);
}
const previousBlendingEnabled = defined(previousPassState.blendingEnabled)
? previousPassState.blendingEnabled
: previousRenderState.blending.enabled;
const blendingEnabled = defined(passState.blendingEnabled)
? passState.blendingEnabled
: renderState.blending.enabled;
if (
previousBlendingEnabled !== blendingEnabled ||
(blendingEnabled && previousRenderState.blending !== renderState.blending)
) {
applyBlending(gl, renderState, passState);
}
if (
previousRenderState !== renderState ||
previousPassState !== passState ||
previousPassState.context !== passState.context
) {
applyViewport(gl, renderState, passState);
}
};
RenderState.getState = function (renderState) {
//>>includeStart('debug', pragmas.debug);
if (!defined(renderState)) {
throw new DeveloperError("renderState is required.");
}
//>>includeEnd('debug');
return {
frontFace: renderState.frontFace,
cull: {
enabled: renderState.cull.enabled,
face: renderState.cull.face,
},
lineWidth: renderState.lineWidth,
polygonOffset: {
enabled: renderState.polygonOffset.enabled,
factor: renderState.polygonOffset.factor,
units: renderState.polygonOffset.units,
},
scissorTest: {
enabled: renderState.scissorTest.enabled,
rectangle: BoundingRectangle.clone(renderState.scissorTest.rectangle),
},
depthRange: {
near: renderState.depthRange.near,
far: renderState.depthRange.far,
},
depthTest: {
enabled: renderState.depthTest.enabled,
func: renderState.depthTest.func,
},
colorMask: {
red: renderState.colorMask.red,
green: renderState.colorMask.green,
blue: renderState.colorMask.blue,
alpha: renderState.colorMask.alpha,
},
depthMask: renderState.depthMask,
stencilMask: renderState.stencilMask,
blending: {
enabled: renderState.blending.enabled,
color: Color.clone(renderState.blending.color),
equationRgb: renderState.blending.equationRgb,
equationAlpha: renderState.blending.equationAlpha,
functionSourceRgb: renderState.blending.functionSourceRgb,
functionSourceAlpha: renderState.blending.functionSourceAlpha,
functionDestinationRgb: renderState.blending.functionDestinationRgb,
functionDestinationAlpha: renderState.blending.functionDestinationAlpha,
},
stencilTest: {
enabled: renderState.stencilTest.enabled,
frontFunction: renderState.stencilTest.frontFunction,
backFunction: renderState.stencilTest.backFunction,
reference: renderState.stencilTest.reference,
mask: renderState.stencilTest.mask,
frontOperation: {
fail: renderState.stencilTest.frontOperation.fail,
zFail: renderState.stencilTest.frontOperation.zFail,
zPass: renderState.stencilTest.frontOperation.zPass,
},
backOperation: {
fail: renderState.stencilTest.backOperation.fail,
zFail: renderState.stencilTest.backOperation.zFail,
zPass: renderState.stencilTest.backOperation.zPass,
},
},
sampleCoverage: {
enabled: renderState.sampleCoverage.enabled,
value: renderState.sampleCoverage.value,
invert: renderState.sampleCoverage.invert,
},
viewport: defined(renderState.viewport)
? BoundingRectangle.clone(renderState.viewport)
: undefined,
};
};
export default RenderState;
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