1 /****************************************************************************
  2  Copyright (c) 2010-2012 cocos2d-x.org
  3  Copyright (c) 2008-2010 Ricardo Quesada
  4  Copyright (c) 2011      Zynga 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 // ------------------- vertex attrib flags -----------------------------
 28 /**
 29  * @constant
 30  * @type {Number}
 31  */
 32 cc.VERTEX_ATTRIB_FLAG_NONE = 0;
 33 /**
 34  * @constant
 35  * @type {Number}
 36  */
 37 cc.VERTEX_ATTRIB_FLAG_POSITION = 1 << 0;
 38 /**
 39  * @constant
 40  * @type {Number}
 41  */
 42 cc.VERTEX_ATTRIB_FLAG_COLOR = 1 << 1;
 43 /**
 44  * @constant
 45  * @type {Number}
 46  */
 47 cc.VERTEX_ATTRIB_FLAG_TEX_COORDS = 1 << 2;
 48 /**
 49  * @constant
 50  * @type {Number}
 51  */
 52 cc.VERTEX_ATTRIB_FLAG_POS_COLOR_TEX = ( cc.VERTEX_ATTRIB_FLAG_POSITION | cc.VERTEX_ATTRIB_FLAG_COLOR | cc.VERTEX_ATTRIB_FLAG_TEX_COORDS );
 53 
 54 /**
 55  * GL server side states
 56  * @constant
 57  * @type {Number}
 58  */
 59 cc.GL_ALL = 0;
 60 
 61 cc._currentProjectionMatrix = -1;
 62 cc._vertexAttribPosition = false;
 63 cc._vertexAttribColor = false;
 64 cc._vertexAttribTexCoords = false;
 65 
 66 if (cc.ENABLE_GL_STATE_CACHE) {
 67     cc.MAX_ACTIVETEXTURE = 16;
 68 
 69     cc._currentShaderProgram = -1;
 70     cc._currentBoundTexture = [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1];
 71     cc._blendingSource = -1;
 72     cc._blendingDest = -1;
 73     cc._GLServerState = 0;
 74     if(cc.TEXTURE_ATLAS_USE_VAO)
 75         cc._uVAO = 0;
 76 }
 77 
 78 // GL State Cache functions
 79 
 80 /**
 81  * Invalidates the GL state cache.<br/>
 82  * If CC_ENABLE_GL_STATE_CACHE it will reset the GL state cache.
 83  */
 84 cc.glInvalidateStateCache = function () {
 85     cc.kmGLFreeAll();
 86     cc._currentProjectionMatrix = -1;
 87     cc._vertexAttribPosition = false;
 88     cc._vertexAttribColor = false;
 89     cc._vertexAttribTexCoords = false;
 90     if (cc.ENABLE_GL_STATE_CACHE) {
 91         cc._currentShaderProgram = -1;
 92         for (var i = 0; i < cc.MAX_ACTIVETEXTURE; i++) {
 93             cc._currentBoundTexture[i] = -1;
 94         }
 95         cc._blendingSource = -1;
 96         cc._blendingDest = -1;
 97         cc._GLServerState = 0;
 98     }
 99 };
100 
101 /**
102  * Uses the GL program in case program is different than the current one.<br/>
103  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glUseProgram() directly.
104  * @param {WebGLProgram} program
105  */
106 cc.glUseProgram = function (program) {
107     if (program !== cc._currentShaderProgram) {
108         cc._currentShaderProgram = program;
109         cc.renderContext.useProgram(program);
110     }
111 };
112 
113 if(!cc.ENABLE_GL_STATE_CACHE){
114     cc.glUseProgram = function (program) {
115         cc.renderContext.useProgram(program);
116     }
117 }
118 
119 /**
120  * Deletes the GL program. If it is the one that is being used, it invalidates it.<br/>
121  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glDeleteProgram() directly.
122  * @param {WebGLProgram} program
123  */
124 cc.glDeleteProgram = function (program) {
125     if (cc.ENABLE_GL_STATE_CACHE) {
126         if (program === cc._currentShaderProgram)
127             cc._currentShaderProgram = -1;
128     }
129     gl.deleteProgram(program);
130 };
131 
132 /**
133  * Uses a blending function in case it not already used.<br/>
134  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glBlendFunc() directly.
135  * @param {Number} sfactor
136  * @param {Number} dfactor
137  */
138 cc.glBlendFunc = function (sfactor, dfactor) {
139     if ((sfactor !== cc._blendingSource) || (dfactor !== cc._blendingDest)) {
140         cc._blendingSource = sfactor;
141         cc._blendingDest = dfactor;
142         cc.setBlending(sfactor, dfactor);
143     }
144 };
145 
146 cc.setBlending = function (sfactor, dfactor) {
147     var ctx = cc.renderContext;
148     if ((sfactor === ctx.ONE) && (dfactor === ctx.ZERO)) {
149         ctx.disable(ctx.BLEND);
150     } else {
151         ctx.enable(ctx.BLEND);
152         cc.renderContext.blendFunc(sfactor,dfactor);
153         //TODO need fix for WebGL
154         //ctx.blendFuncSeparate(ctx.SRC_ALPHA, dfactor, sfactor, dfactor);
155     }
156 };
157 
158 cc.glBlendFuncForParticle = function(sfactor, dfactor) {
159     if ((sfactor !== cc._blendingSource) || (dfactor !== cc._blendingDest)) {
160         cc._blendingSource = sfactor;
161         cc._blendingDest = dfactor;
162         var ctx = cc.renderContext;
163         if ((sfactor === ctx.ONE) && (dfactor === ctx.ZERO)) {
164             ctx.disable(ctx.BLEND);
165         } else {
166             ctx.enable(ctx.BLEND);
167             //TODO need fix for WebGL
168             ctx.blendFuncSeparate(ctx.SRC_ALPHA, dfactor, sfactor, dfactor);
169         }
170     }
171 };
172 
173 if(!cc.ENABLE_GL_STATE_CACHE){
174     cc.glBlendFunc = cc.setBlending;
175 };
176 
177 /**
178  * Resets the blending mode back to the cached state in case you used glBlendFuncSeparate() or glBlendEquation().<br/>
179  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will just set the default blending mode using GL_FUNC_ADD.
180  */
181 cc.glBlendResetToCache = function () {
182     var ctx = cc.renderContext;
183     ctx.blendEquation(ctx.FUNC_ADD);
184     if (cc.ENABLE_GL_STATE_CACHE)
185         cc.setBlending(cc._blendingSource, cc._blendingDest);
186     else
187         cc.setBlending(ctx.BLEND_SRC, ctx.BLEND_DST);
188 };
189 
190 /**
191  * sets the projection matrix as dirty
192  */
193 cc.setProjectionMatrixDirty = function () {
194     cc._currentProjectionMatrix = -1;
195 };
196 
197 /**
198  * <p>
199  *    Will enable the vertex attribs that are passed as flags.  <br/>
200  *    Possible flags:                                           <br/>
201  *    cc.VERTEX_ATTRIB_FLAG_POSITION                             <br/>
202  *    cc.VERTEX_ATTRIB_FLAG_COLOR                                <br/>
203  *    cc.VERTEX_ATTRIB_FLAG_TEX_COORDS                            <br/>
204  *                                                              <br/>
205  *    These flags can be ORed. The flags that are not present, will be disabled.
206  * </p>
207  * @param {cc.VERTEX_ATTRIB_FLAG_POSITION | cc.VERTEX_ATTRIB_FLAG_COLOR | cc.VERTEX_ATTRIB_FLAG_TEX_OORDS} flags
208  */
209 cc.glEnableVertexAttribs = function (flags) {
210     /* Position */
211     var ctx = cc.renderContext;
212     var enablePosition = ( flags & cc.VERTEX_ATTRIB_FLAG_POSITION );
213     if (enablePosition !== cc._vertexAttribPosition) {
214         if (enablePosition)
215             ctx.enableVertexAttribArray(cc.VERTEX_ATTRIB_POSITION);
216         else
217             ctx.disableVertexAttribArray(cc.VERTEX_ATTRIB_POSITION);
218         cc._vertexAttribPosition = enablePosition;
219     }
220 
221     /* Color */
222     var enableColor = (flags & cc.VERTEX_ATTRIB_FLAG_COLOR);
223     if (enableColor !== cc._vertexAttribColor) {
224         if (enableColor)
225             ctx.enableVertexAttribArray(cc.VERTEX_ATTRIB_COLOR);
226         else
227             ctx.disableVertexAttribArray(cc.VERTEX_ATTRIB_COLOR);
228         cc._vertexAttribColor = enableColor;
229     }
230 
231     /* Tex Coords */
232     var enableTexCoords = (flags & cc.VERTEX_ATTRIB_FLAG_TEX_COORDS);
233     if (enableTexCoords !== cc._vertexAttribTexCoords) {
234         if (enableTexCoords)
235             ctx.enableVertexAttribArray(cc.VERTEX_ATTRIB_TEX_COORDS);
236         else
237             ctx.disableVertexAttribArray(cc.VERTEX_ATTRIB_TEX_COORDS);
238         cc._vertexAttribTexCoords = enableTexCoords;
239     }
240 };
241 
242 /**
243  * If the texture is not already bound, it binds it.<br/>
244  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindTexture() directly.
245  * @param {cc.Texture2D} textureId
246  */
247 cc.glBindTexture2D = function (textureId) {
248     cc.glBindTexture2DN(0, textureId);
249 };
250 
251 /**
252  * If the texture is not already bound to a given unit, it binds it.<br/>
253  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindTexture() directly.
254  * @param {Number} textureUnit
255  * @param {cc.Texture2D} textureId
256  */
257 cc.glBindTexture2DN = function (textureUnit, textureId) {
258     if (cc._currentBoundTexture[textureUnit] == textureId)
259         return;
260     cc._currentBoundTexture[textureUnit] = textureId;
261 
262     var ctx = cc.renderContext;
263     ctx.activeTexture(ctx.TEXTURE0 + textureUnit);
264     if(textureId)
265         ctx.bindTexture(ctx.TEXTURE_2D, textureId._webTextureObj);
266     else
267         ctx.bindTexture(ctx.TEXTURE_2D, null);
268 };
269 if (!cc.ENABLE_GL_STATE_CACHE){
270     cc.glBindTexture2DN = function (textureUnit, textureId) {
271         var ctx = cc.renderContext;
272         ctx.activeTexture(ctx.TEXTURE0 + textureUnit);
273         if(textureId)
274             ctx.bindTexture(ctx.TEXTURE_2D, textureId._webTextureObj);
275         else
276             ctx.bindTexture(ctx.TEXTURE_2D, null);
277     };
278 }
279 
280 /**
281  * It will delete a given texture. If the texture was bound, it will invalidate the cached. <br/>
282  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glDeleteTextures() directly.
283  * @param {WebGLTexture} textureId
284  */
285 cc.glDeleteTexture = function (textureId) {
286     cc.glDeleteTextureN(0, textureId);
287 };
288 
289 /**
290  * It will delete a given texture. If the texture was bound, it will invalidate the cached for the given texture unit.<br/>
291  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glDeleteTextures() directly.
292  * @param {Number} textureUnit
293  * @param {WebGLTexture} textureId
294  */
295 cc.glDeleteTextureN = function (textureUnit, textureId) {
296     if (cc.ENABLE_GL_STATE_CACHE) {
297         if (textureId == cc._currentBoundTexture[ textureUnit ])
298             cc._currentBoundTexture[ textureUnit ] = -1;
299     }
300     cc.renderContext.deleteTexture(textureId);
301 };
302 
303 /**
304  * If the vertex array is not already bound, it binds it.<br/>
305  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindVertexArray() directly.
306  * @param vaoId
307  */
308 cc.glBindVAO = function (vaoId) {
309     if (!cc.TEXTURE_ATLAS_USE_VAO)
310         return;
311 
312     if (cc.ENABLE_GL_STATE_CACHE) {
313         if (cc._uVAO != vaoId) {
314             cc._uVAO = vaoId;
315             //TODO need fixed
316             //glBindVertexArray(vaoId);
317         }
318     } else {
319         //glBindVertexArray(vaoId);
320     }
321 };
322 
323 /**
324  * It will enable / disable the server side GL states.<br/>
325  * If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glEnable() directly.
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 
352