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