/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011 Zynga Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
// ------------------- vertex attrib flags -----------------------------
/**
* @constant
* @type {Number}
*/
cc.VERTEX_ATTRIB_FLAG_NONE = 0;
/**
* @constant
* @type {Number}
*/
cc.VERTEX_ATTRIB_FLAG_POSITION = 1 << 0;
/**
* @constant
* @type {Number}
*/
cc.VERTEX_ATTRIB_FLAG_COLOR = 1 << 1;
/**
* @constant
* @type {Number}
*/
cc.VERTEX_ATTRIB_FLAG_TEX_COORDS = 1 << 2;
/**
* @constant
* @type {Number}
*/
cc.VERTEX_ATTRIB_FLAG_POS_COLOR_TEX = ( cc.VERTEX_ATTRIB_FLAG_POSITION | cc.VERTEX_ATTRIB_FLAG_COLOR | cc.VERTEX_ATTRIB_FLAG_TEX_COORDS );
/**
* GL server side states
* @constant
* @type {Number}
*/
cc.GL_ALL = 0;
cc._currentProjectionMatrix = -1;
cc._vertexAttribPosition = false;
cc._vertexAttribColor = false;
cc._vertexAttribTexCoords = false;
if (cc.ENABLE_GL_STATE_CACHE) {
cc.MAX_ACTIVETEXTURE = 16;
cc._currentShaderProgram = -1;
cc._currentBoundTexture = [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1];
cc._blendingSource = -1;
cc._blendingDest = -1;
cc._GLServerState = 0;
if(cc.TEXTURE_ATLAS_USE_VAO)
cc._uVAO = 0;
}
// GL State Cache functions
/**
* Invalidates the GL state cache.
* If CC_ENABLE_GL_STATE_CACHE it will reset the GL state cache.
*/
cc.glInvalidateStateCache = function () {
cc.kmGLFreeAll();
cc._currentProjectionMatrix = -1;
cc._vertexAttribPosition = false;
cc._vertexAttribColor = false;
cc._vertexAttribTexCoords = false;
if (cc.ENABLE_GL_STATE_CACHE) {
cc._currentShaderProgram = -1;
for (var i = 0; i < cc.MAX_ACTIVETEXTURE; i++) {
cc._currentBoundTexture[i] = -1;
}
cc._blendingSource = -1;
cc._blendingDest = -1;
cc._GLServerState = 0;
}
};
/**
* Uses the GL program in case program is different than the current one.
* If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glUseProgram() directly.
* @param {WebGLProgram} program
*/
cc.glUseProgram = function (program) {
if (program !== cc._currentShaderProgram) {
cc._currentShaderProgram = program;
cc.renderContext.useProgram(program);
}
};
if(!cc.ENABLE_GL_STATE_CACHE){
cc.glUseProgram = function (program) {
cc.renderContext.useProgram(program);
}
}
/**
* Deletes the GL program. If it is the one that is being used, it invalidates it.
* If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glDeleteProgram() directly.
* @param {WebGLProgram} program
*/
cc.glDeleteProgram = function (program) {
if (cc.ENABLE_GL_STATE_CACHE) {
if (program === cc._currentShaderProgram)
cc._currentShaderProgram = -1;
}
gl.deleteProgram(program);
};
/**
* Uses a blending function in case it not already used.
* If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glBlendFunc() directly.
* @param {Number} sfactor
* @param {Number} dfactor
*/
cc.glBlendFunc = function (sfactor, dfactor) {
if ((sfactor !== cc._blendingSource) || (dfactor !== cc._blendingDest)) {
cc._blendingSource = sfactor;
cc._blendingDest = dfactor;
cc.setBlending(sfactor, dfactor);
}
};
cc.setBlending = function (sfactor, dfactor) {
var ctx = cc.renderContext;
if ((sfactor === ctx.ONE) && (dfactor === ctx.ZERO)) {
ctx.disable(ctx.BLEND);
} else {
ctx.enable(ctx.BLEND);
cc.renderContext.blendFunc(sfactor,dfactor);
//TODO need fix for WebGL
//ctx.blendFuncSeparate(ctx.SRC_ALPHA, dfactor, sfactor, dfactor);
}
};
cc.glBlendFuncForParticle = function(sfactor, dfactor) {
if ((sfactor !== cc._blendingSource) || (dfactor !== cc._blendingDest)) {
cc._blendingSource = sfactor;
cc._blendingDest = dfactor;
var ctx = cc.renderContext;
if ((sfactor === ctx.ONE) && (dfactor === ctx.ZERO)) {
ctx.disable(ctx.BLEND);
} else {
ctx.enable(ctx.BLEND);
//TODO need fix for WebGL
ctx.blendFuncSeparate(ctx.SRC_ALPHA, dfactor, sfactor, dfactor);
}
}
};
if(!cc.ENABLE_GL_STATE_CACHE){
cc.glBlendFunc = cc.setBlending;
};
/**
* Resets the blending mode back to the cached state in case you used glBlendFuncSeparate() or glBlendEquation().
* If CC_ENABLE_GL_STATE_CACHE is disabled, it will just set the default blending mode using GL_FUNC_ADD.
*/
cc.glBlendResetToCache = function () {
var ctx = cc.renderContext;
ctx.blendEquation(ctx.FUNC_ADD);
if (cc.ENABLE_GL_STATE_CACHE)
cc.setBlending(cc._blendingSource, cc._blendingDest);
else
cc.setBlending(ctx.BLEND_SRC, ctx.BLEND_DST);
};
/**
* sets the projection matrix as dirty
*/
cc.setProjectionMatrixDirty = function () {
cc._currentProjectionMatrix = -1;
};
/**
*
* Will enable the vertex attribs that are passed as flags.
* Possible flags:
* cc.VERTEX_ATTRIB_FLAG_POSITION
* cc.VERTEX_ATTRIB_FLAG_COLOR
* cc.VERTEX_ATTRIB_FLAG_TEX_COORDS
*
* These flags can be ORed. The flags that are not present, will be disabled.
*