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 
 29 if (cc.ENABLE_GL_STATE_CACHE) {
 30     cc.MAX_ACTIVETEXTURE = 16;
 31 
 32     cc._currentShaderProgram = -1;
 33     cc._currentBoundTexture = [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1];
 34     cc._blendingSource = -1;
 35     cc._blendingDest = -1;
 36     cc._GLServerState = 0;
 37     if(cc.TEXTURE_ATLAS_USE_VAO)
 38         cc._uVAO = 0;
 39 
 40     var _currBuffers = {};
 41     var _currBuffer;
 42 
 43     WebGLRenderingContext.prototype.glBindBuffer = WebGLRenderingContext.prototype.bindBuffer;
 44     WebGLRenderingContext.prototype.bindBuffer = function (target, buffer) {
 45         if (_currBuffers[target] !== buffer) {
 46             _currBuffers[target] = buffer;
 47             this.glBindBuffer(target, buffer);
 48         }
 49 
 50         if (!_currBuffer || _currBuffer !== buffer) {
 51             _currBuffer = buffer;
 52             return false;
 53         }
 54         else {
 55             return true;
 56         }
 57     };
 58 
 59     WebGLRenderingContext.prototype.glEnableVertexAttribArray = WebGLRenderingContext.prototype.enableVertexAttribArray;
 60     WebGLRenderingContext.prototype.enableVertexAttribArray = function (index) {
 61         if (index === cc.VERTEX_ATTRIB_FLAG_POSITION) {
 62             if (!this._vertexAttribPosition) {
 63                 this.glEnableVertexAttribArray(index);
 64                 this._vertexAttribPosition = true;
 65             }
 66         }
 67         else if (index === cc.VERTEX_ATTRIB_FLAG_COLOR) {
 68             if (!this._vertexAttribColor) {
 69                 this.glEnableVertexAttribArray(index);
 70                 this._vertexAttribColor = true;
 71             }
 72         }
 73         else if (index === cc.VERTEX_ATTRIB_FLAG_TEX_COORDS) {
 74             if (!this._vertexAttribTexCoords) {
 75                 this.glEnableVertexAttribArray(index);
 76                 this._vertexAttribTexCoords = true;
 77             }
 78         }
 79         else {
 80             this.glEnableVertexAttribArray(index);
 81         }
 82     };
 83 
 84     WebGLRenderingContext.prototype.glDisableVertexAttribArray = WebGLRenderingContext.prototype.disableVertexAttribArray;
 85     WebGLRenderingContext.prototype.disableVertexAttribArray = function (index) {
 86         if (index === cc.VERTEX_ATTRIB_FLAG_COLOR) {
 87             if (this._vertexAttribColor) {
 88                 this.glDisableVertexAttribArray(index);
 89                 this._vertexAttribColor = false;
 90             }
 91         }
 92         else if (index === cc.VERTEX_ATTRIB_FLAG_TEX_COORDS) {
 93             if (this._vertexAttribTexCoords) {
 94                 this.glDisableVertexAttribArray(index);
 95                 this._vertexAttribTexCoords = false;
 96             }
 97         }
 98         else if (index !== 0) {
 99             this.glDisableVertexAttribArray(index);
100         }
101     };
102 }
103 
104 // GL State Cache functions
105 
106 /**
107  * Invalidates the GL state cache.<br/>
108  * If CC_ENABLE_GL_STATE_CACHE it will reset the GL state cache.
109  * @function
110  */
111 cc.glInvalidateStateCache = function () {
112     cc.kmGLFreeAll();
113     cc._currentProjectionMatrix = -1;
114     if (cc.ENABLE_GL_STATE_CACHE) {
115         cc._currentShaderProgram = -1;
116         for (var i = 0; i < cc.MAX_ACTIVETEXTURE; i++) {
117             cc._currentBoundTexture[i] = -1;
118         }
119         cc._blendingSource = -1;
120         cc._blendingDest = -1;
121         cc._GLServerState = 0;
122     }
123 };
124 
125 /**
126  * Uses the GL program in case program is different than the current one.<br/>
127  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glUseProgram() directly.
128  * @function
129  * @param {WebGLProgram} program
130  */
131 cc.glUseProgram = function (program) {
132     if (program !== cc._currentShaderProgram) {
133         cc._currentShaderProgram = program;
134         cc._renderContext.useProgram(program);
135     }
136 };
137 
138 if(!cc.ENABLE_GL_STATE_CACHE){
139     cc.glUseProgram = function (program) {
140         cc._renderContext.useProgram(program);
141     };
142 }
143 
144 /**
145  * Deletes the GL program. If it is the one that is being used, it invalidates it.<br/>
146  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glDeleteProgram() directly.
147  * @function
148  * @param {WebGLProgram} program
149  */
150 cc.glDeleteProgram = function (program) {
151     if (cc.ENABLE_GL_STATE_CACHE) {
152         if (program === cc._currentShaderProgram)
153             cc._currentShaderProgram = -1;
154     }
155     gl.deleteProgram(program);
156 };
157 
158 /**
159  * Uses a blending function in case it not already used.<br/>
160  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glBlendFunc() directly.
161  * @function
162  * @param {Number} sfactor
163  * @param {Number} dfactor
164  */
165 cc.glBlendFunc = function (sfactor, dfactor) {
166     if ((sfactor !== cc._blendingSource) || (dfactor !== cc._blendingDest)) {
167         cc._blendingSource = sfactor;
168         cc._blendingDest = dfactor;
169         cc.setBlending(sfactor, dfactor);
170     }
171 };
172 
173 /**
174  * @function
175  * @param {Number} sfactor
176  * @param {Number} dfactor
177  */
178 cc.setBlending = function (sfactor, dfactor) {
179     var ctx = cc._renderContext;
180     if ((sfactor === ctx.ONE) && (dfactor === ctx.ZERO)) {
181         ctx.disable(ctx.BLEND);
182     } else {
183         ctx.enable(ctx.BLEND);
184         cc._renderContext.blendFunc(sfactor,dfactor);
185         //TODO need fix for WebGL
186         //ctx.blendFuncSeparate(ctx.SRC_ALPHA, dfactor, sfactor, dfactor);
187     }
188 };
189 
190 /**
191  * @function
192  * @param {Number} sfactor
193  * @param {Number} dfactor
194  */
195 cc.glBlendFuncForParticle = function(sfactor, dfactor) {
196     if ((sfactor !== cc._blendingSource) || (dfactor !== cc._blendingDest)) {
197         cc._blendingSource = sfactor;
198         cc._blendingDest = dfactor;
199         var ctx = cc._renderContext;
200         if ((sfactor === ctx.ONE) && (dfactor === ctx.ZERO)) {
201             ctx.disable(ctx.BLEND);
202         } else {
203             ctx.enable(ctx.BLEND);
204             //TODO need fix for WebGL
205             ctx.blendFuncSeparate(ctx.SRC_ALPHA, dfactor, sfactor, dfactor);
206         }
207     }
208 };
209 
210 if (!cc.ENABLE_GL_STATE_CACHE) {
211     cc.glBlendFunc = cc.setBlending;
212 }
213 
214 /**
215  * Resets the blending mode back to the cached state in case you used glBlendFuncSeparate() or glBlendEquation().<br/>
216  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will just set the default blending mode using GL_FUNC_ADD.
217  * @function
218  */
219 cc.glBlendResetToCache = function () {
220     var ctx = cc._renderContext;
221     ctx.blendEquation(ctx.FUNC_ADD);
222     if (cc.ENABLE_GL_STATE_CACHE)
223         cc.setBlending(cc._blendingSource, cc._blendingDest);
224     else
225         cc.setBlending(ctx.BLEND_SRC, ctx.BLEND_DST);
226 };
227 
228 /**
229  * sets the projection matrix as dirty
230  * @function
231  */
232 cc.setProjectionMatrixDirty = function () {
233     cc._currentProjectionMatrix = -1;
234 };
235 
236 /**
237  * If the texture is not already bound, it binds it.<br/>
238  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindTexture() directly.
239  * @function
240  * @param {cc.Texture2D} textureId
241  */
242 cc.glBindTexture2D = function (textureId) {
243     cc.glBindTexture2DN(0, textureId);
244 };
245 
246 /**
247  * If the texture is not already bound to a given unit, it binds it.<br/>
248  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindTexture() directly.
249  * @function
250  * @param {Number} textureUnit
251  * @param {cc.Texture2D} textureId
252  */
253 cc.glBindTexture2DN = function (textureUnit, textureId) {
254     if (cc._currentBoundTexture[textureUnit] === textureId)
255         return;
256     cc._currentBoundTexture[textureUnit] = textureId;
257 
258     var ctx = cc._renderContext;
259     ctx.activeTexture(ctx.TEXTURE0 + textureUnit);
260     if(textureId)
261         ctx.bindTexture(ctx.TEXTURE_2D, textureId._webTextureObj);
262     else
263         ctx.bindTexture(ctx.TEXTURE_2D, null);
264 };
265 if (!cc.ENABLE_GL_STATE_CACHE){
266     cc.glBindTexture2DN = function (textureUnit, textureId) {
267         var ctx = cc._renderContext;
268         ctx.activeTexture(ctx.TEXTURE0 + textureUnit);
269         if(textureId)
270             ctx.bindTexture(ctx.TEXTURE_2D, textureId._webTextureObj);
271         else
272             ctx.bindTexture(ctx.TEXTURE_2D, null);
273     };
274 }
275 
276 /**
277  * It will delete a given texture. If the texture was bound, it will invalidate the cached. <br/>
278  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glDeleteTextures() directly.
279  * @function
280  * @param {WebGLTexture} textureId
281  */
282 cc.glDeleteTexture = function (textureId) {
283     cc.glDeleteTextureN(0, textureId);
284 };
285 
286 /**
287  * It will delete a given texture. If the texture was bound, it will invalidate the cached for the given texture unit.<br/>
288  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glDeleteTextures() directly.
289  * @function
290  * @param {Number} textureUnit
291  * @param {WebGLTexture} textureId
292  */
293 cc.glDeleteTextureN = function (textureUnit, textureId) {
294     if (cc.ENABLE_GL_STATE_CACHE) {
295         if (textureId === cc._currentBoundTexture[ textureUnit ])
296             cc._currentBoundTexture[ textureUnit ] = -1;
297     }
298     cc._renderContext.deleteTexture(textureId);
299 };
300 
301 /**
302  * If the vertex array is not already bound, it binds it.<br/>
303  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindVertexArray() directly.
304  * @function
305  * @param {Number} vaoId
306  */
307 cc.glBindVAO = function (vaoId) {
308     if (!cc.TEXTURE_ATLAS_USE_VAO)
309         return;
310 
311     if (cc.ENABLE_GL_STATE_CACHE) {
312         if (cc._uVAO !== vaoId) {
313             cc._uVAO = vaoId;
314             //TODO need fixed
315             //glBindVertexArray(vaoId);
316         }
317     } else {
318         //glBindVertexArray(vaoId);
319     }
320 };
321 
322 /**
323  * It will enable / disable the server side GL states.<br/>
324  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glEnable() directly.
325  * @function
326  * @param {Number} flags
327  */
328 cc.glEnable = function (flags) {
329     if (cc.ENABLE_GL_STATE_CACHE) {
330         /*var enabled;
331 
332          */
333         /* GL_BLEND */
334         /*
335          if ((enabled = (flags & cc.GL_BLEND)) != (cc._GLServerState & cc.GL_BLEND)) {
336          if (enabled) {
337          cc._renderContext.enable(cc._renderContext.BLEND);
338          cc._GLServerState |= cc.GL_BLEND;
339          } else {
340          cc._renderContext.disable(cc._renderContext.BLEND);
341          cc._GLServerState &= ~cc.GL_BLEND;
342          }
343          }*/
344     } else {
345         /*if ((flags & cc.GL_BLEND))
346          cc._renderContext.enable(cc._renderContext.BLEND);
347          else
348          cc._renderContext.disable(cc._renderContext.BLEND);*/
349     }
350 };
351