WebGLState.js 18 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. import { NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessEqualDepth, LessDepth, AlwaysDepth, NeverDepth, CullFaceFront, CullFaceBack, CullFaceNone, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, NoBlending, NormalBlending, DoubleSide, BackSide } from '../../constants.js';
  5. import { Vector4 } from '../../math/Vector4.js';
  6. function WebGLState( gl, extensions, utils, capabilities ) {
  7. function ColorBuffer() {
  8. var locked = false;
  9. var color = new Vector4();
  10. var currentColorMask = null;
  11. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12. return {
  13. setMask: function ( colorMask ) {
  14. if ( currentColorMask !== colorMask && ! locked ) {
  15. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  16. currentColorMask = colorMask;
  17. }
  18. },
  19. setLocked: function ( lock ) {
  20. locked = lock;
  21. },
  22. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  23. if ( premultipliedAlpha === true ) {
  24. r *= a; g *= a; b *= a;
  25. }
  26. color.set( r, g, b, a );
  27. if ( currentColorClear.equals( color ) === false ) {
  28. gl.clearColor( r, g, b, a );
  29. currentColorClear.copy( color );
  30. }
  31. },
  32. reset: function () {
  33. locked = false;
  34. currentColorMask = null;
  35. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  36. }
  37. };
  38. }
  39. function DepthBuffer() {
  40. var locked = false;
  41. var currentDepthMask = null;
  42. var currentDepthFunc = null;
  43. var currentDepthClear = null;
  44. return {
  45. setTest: function ( depthTest ) {
  46. if ( depthTest ) {
  47. enable( gl.DEPTH_TEST );
  48. } else {
  49. disable( gl.DEPTH_TEST );
  50. }
  51. },
  52. setMask: function ( depthMask ) {
  53. if ( currentDepthMask !== depthMask && ! locked ) {
  54. gl.depthMask( depthMask );
  55. currentDepthMask = depthMask;
  56. }
  57. },
  58. setFunc: function ( depthFunc ) {
  59. if ( currentDepthFunc !== depthFunc ) {
  60. if ( depthFunc ) {
  61. switch ( depthFunc ) {
  62. case NeverDepth:
  63. gl.depthFunc( gl.NEVER );
  64. break;
  65. case AlwaysDepth:
  66. gl.depthFunc( gl.ALWAYS );
  67. break;
  68. case LessDepth:
  69. gl.depthFunc( gl.LESS );
  70. break;
  71. case LessEqualDepth:
  72. gl.depthFunc( gl.LEQUAL );
  73. break;
  74. case EqualDepth:
  75. gl.depthFunc( gl.EQUAL );
  76. break;
  77. case GreaterEqualDepth:
  78. gl.depthFunc( gl.GEQUAL );
  79. break;
  80. case GreaterDepth:
  81. gl.depthFunc( gl.GREATER );
  82. break;
  83. case NotEqualDepth:
  84. gl.depthFunc( gl.NOTEQUAL );
  85. break;
  86. default:
  87. gl.depthFunc( gl.LEQUAL );
  88. }
  89. } else {
  90. gl.depthFunc( gl.LEQUAL );
  91. }
  92. currentDepthFunc = depthFunc;
  93. }
  94. },
  95. setLocked: function ( lock ) {
  96. locked = lock;
  97. },
  98. setClear: function ( depth ) {
  99. if ( currentDepthClear !== depth ) {
  100. gl.clearDepth( depth );
  101. currentDepthClear = depth;
  102. }
  103. },
  104. reset: function () {
  105. locked = false;
  106. currentDepthMask = null;
  107. currentDepthFunc = null;
  108. currentDepthClear = null;
  109. }
  110. };
  111. }
  112. function StencilBuffer() {
  113. var locked = false;
  114. var currentStencilMask = null;
  115. var currentStencilFunc = null;
  116. var currentStencilRef = null;
  117. var currentStencilFuncMask = null;
  118. var currentStencilFail = null;
  119. var currentStencilZFail = null;
  120. var currentStencilZPass = null;
  121. var currentStencilClear = null;
  122. return {
  123. setTest: function ( stencilTest ) {
  124. if ( stencilTest ) {
  125. enable( gl.STENCIL_TEST );
  126. } else {
  127. disable( gl.STENCIL_TEST );
  128. }
  129. },
  130. setMask: function ( stencilMask ) {
  131. if ( currentStencilMask !== stencilMask && ! locked ) {
  132. gl.stencilMask( stencilMask );
  133. currentStencilMask = stencilMask;
  134. }
  135. },
  136. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  137. if ( currentStencilFunc !== stencilFunc ||
  138. currentStencilRef !== stencilRef ||
  139. currentStencilFuncMask !== stencilMask ) {
  140. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  141. currentStencilFunc = stencilFunc;
  142. currentStencilRef = stencilRef;
  143. currentStencilFuncMask = stencilMask;
  144. }
  145. },
  146. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  147. if ( currentStencilFail !== stencilFail ||
  148. currentStencilZFail !== stencilZFail ||
  149. currentStencilZPass !== stencilZPass ) {
  150. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  151. currentStencilFail = stencilFail;
  152. currentStencilZFail = stencilZFail;
  153. currentStencilZPass = stencilZPass;
  154. }
  155. },
  156. setLocked: function ( lock ) {
  157. locked = lock;
  158. },
  159. setClear: function ( stencil ) {
  160. if ( currentStencilClear !== stencil ) {
  161. gl.clearStencil( stencil );
  162. currentStencilClear = stencil;
  163. }
  164. },
  165. reset: function () {
  166. locked = false;
  167. currentStencilMask = null;
  168. currentStencilFunc = null;
  169. currentStencilRef = null;
  170. currentStencilFuncMask = null;
  171. currentStencilFail = null;
  172. currentStencilZFail = null;
  173. currentStencilZPass = null;
  174. currentStencilClear = null;
  175. }
  176. };
  177. }
  178. //
  179. var colorBuffer = new ColorBuffer();
  180. var depthBuffer = new DepthBuffer();
  181. var stencilBuffer = new StencilBuffer();
  182. var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
  183. var newAttributes = new Uint8Array( maxVertexAttributes );
  184. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  185. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  186. var enabledCapabilities = {};
  187. var compressedTextureFormats = null;
  188. var currentProgram = null;
  189. var currentBlending = null;
  190. var currentBlendEquation = null;
  191. var currentBlendSrc = null;
  192. var currentBlendDst = null;
  193. var currentBlendEquationAlpha = null;
  194. var currentBlendSrcAlpha = null;
  195. var currentBlendDstAlpha = null;
  196. var currentPremultipledAlpha = false;
  197. var currentFlipSided = null;
  198. var currentCullFace = null;
  199. var currentLineWidth = null;
  200. var currentPolygonOffsetFactor = null;
  201. var currentPolygonOffsetUnits = null;
  202. var maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );
  203. var lineWidthAvailable = false;
  204. var version = 0;
  205. var glVersion = gl.getParameter( gl.VERSION );
  206. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  207. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  208. lineWidthAvailable = ( version >= 1.0 );
  209. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  210. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  211. lineWidthAvailable = ( version >= 2.0 );
  212. }
  213. var currentTextureSlot = null;
  214. var currentBoundTextures = {};
  215. var currentScissor = new Vector4();
  216. var currentViewport = new Vector4();
  217. function createTexture( type, target, count ) {
  218. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  219. var texture = gl.createTexture();
  220. gl.bindTexture( type, texture );
  221. gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  222. gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  223. for ( var i = 0; i < count; i ++ ) {
  224. gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
  225. }
  226. return texture;
  227. }
  228. var emptyTextures = {};
  229. emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
  230. emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );
  231. // init
  232. colorBuffer.setClear( 0, 0, 0, 1 );
  233. depthBuffer.setClear( 1 );
  234. stencilBuffer.setClear( 0 );
  235. enable( gl.DEPTH_TEST );
  236. depthBuffer.setFunc( LessEqualDepth );
  237. setFlipSided( false );
  238. setCullFace( CullFaceBack );
  239. enable( gl.CULL_FACE );
  240. enable( gl.BLEND );
  241. setBlending( NormalBlending );
  242. //
  243. function initAttributes() {
  244. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  245. newAttributes[ i ] = 0;
  246. }
  247. }
  248. function enableAttribute( attribute ) {
  249. enableAttributeAndDivisor( attribute, 0 );
  250. }
  251. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  252. newAttributes[ attribute ] = 1;
  253. if ( enabledAttributes[ attribute ] === 0 ) {
  254. gl.enableVertexAttribArray( attribute );
  255. enabledAttributes[ attribute ] = 1;
  256. }
  257. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  258. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  259. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  260. attributeDivisors[ attribute ] = meshPerAttribute;
  261. }
  262. }
  263. function disableUnusedAttributes() {
  264. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  265. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  266. gl.disableVertexAttribArray( i );
  267. enabledAttributes[ i ] = 0;
  268. }
  269. }
  270. }
  271. function enable( id ) {
  272. if ( enabledCapabilities[ id ] !== true ) {
  273. gl.enable( id );
  274. enabledCapabilities[ id ] = true;
  275. }
  276. }
  277. function disable( id ) {
  278. if ( enabledCapabilities[ id ] !== false ) {
  279. gl.disable( id );
  280. enabledCapabilities[ id ] = false;
  281. }
  282. }
  283. function getCompressedTextureFormats() {
  284. if ( compressedTextureFormats === null ) {
  285. compressedTextureFormats = [];
  286. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  287. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  288. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  289. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  290. var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
  291. for ( var i = 0; i < formats.length; i ++ ) {
  292. compressedTextureFormats.push( formats[ i ] );
  293. }
  294. }
  295. }
  296. return compressedTextureFormats;
  297. }
  298. function useProgram( program ) {
  299. if ( currentProgram !== program ) {
  300. gl.useProgram( program );
  301. currentProgram = program;
  302. return true;
  303. }
  304. return false;
  305. }
  306. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  307. if ( blending !== NoBlending ) {
  308. enable( gl.BLEND );
  309. } else {
  310. disable( gl.BLEND );
  311. }
  312. if ( blending !== CustomBlending ) {
  313. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  314. switch ( blending ) {
  315. case AdditiveBlending:
  316. if ( premultipliedAlpha ) {
  317. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  318. gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );
  319. } else {
  320. gl.blendEquation( gl.FUNC_ADD );
  321. gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
  322. }
  323. break;
  324. case SubtractiveBlending:
  325. if ( premultipliedAlpha ) {
  326. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  327. gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );
  328. } else {
  329. gl.blendEquation( gl.FUNC_ADD );
  330. gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
  331. }
  332. break;
  333. case MultiplyBlending:
  334. if ( premultipliedAlpha ) {
  335. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  336. gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
  337. } else {
  338. gl.blendEquation( gl.FUNC_ADD );
  339. gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
  340. }
  341. break;
  342. default:
  343. if ( premultipliedAlpha ) {
  344. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  345. gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  346. } else {
  347. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  348. gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  349. }
  350. }
  351. }
  352. currentBlendEquation = null;
  353. currentBlendSrc = null;
  354. currentBlendDst = null;
  355. currentBlendEquationAlpha = null;
  356. currentBlendSrcAlpha = null;
  357. currentBlendDstAlpha = null;
  358. } else {
  359. blendEquationAlpha = blendEquationAlpha || blendEquation;
  360. blendSrcAlpha = blendSrcAlpha || blendSrc;
  361. blendDstAlpha = blendDstAlpha || blendDst;
  362. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  363. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  364. currentBlendEquation = blendEquation;
  365. currentBlendEquationAlpha = blendEquationAlpha;
  366. }
  367. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  368. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  369. currentBlendSrc = blendSrc;
  370. currentBlendDst = blendDst;
  371. currentBlendSrcAlpha = blendSrcAlpha;
  372. currentBlendDstAlpha = blendDstAlpha;
  373. }
  374. }
  375. currentBlending = blending;
  376. currentPremultipledAlpha = premultipliedAlpha;
  377. }
  378. function setMaterial( material, frontFaceCW ) {
  379. material.side === DoubleSide
  380. ? disable( gl.CULL_FACE )
  381. : enable( gl.CULL_FACE );
  382. var flipSided = ( material.side === BackSide );
  383. if ( frontFaceCW ) flipSided = ! flipSided;
  384. setFlipSided( flipSided );
  385. ( material.blending === NormalBlending && material.transparent === false )
  386. ? setBlending( NoBlending )
  387. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  388. depthBuffer.setFunc( material.depthFunc );
  389. depthBuffer.setTest( material.depthTest );
  390. depthBuffer.setMask( material.depthWrite );
  391. colorBuffer.setMask( material.colorWrite );
  392. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  393. }
  394. //
  395. function setFlipSided( flipSided ) {
  396. if ( currentFlipSided !== flipSided ) {
  397. if ( flipSided ) {
  398. gl.frontFace( gl.CW );
  399. } else {
  400. gl.frontFace( gl.CCW );
  401. }
  402. currentFlipSided = flipSided;
  403. }
  404. }
  405. function setCullFace( cullFace ) {
  406. if ( cullFace !== CullFaceNone ) {
  407. enable( gl.CULL_FACE );
  408. if ( cullFace !== currentCullFace ) {
  409. if ( cullFace === CullFaceBack ) {
  410. gl.cullFace( gl.BACK );
  411. } else if ( cullFace === CullFaceFront ) {
  412. gl.cullFace( gl.FRONT );
  413. } else {
  414. gl.cullFace( gl.FRONT_AND_BACK );
  415. }
  416. }
  417. } else {
  418. disable( gl.CULL_FACE );
  419. }
  420. currentCullFace = cullFace;
  421. }
  422. function setLineWidth( width ) {
  423. if ( width !== currentLineWidth ) {
  424. if ( lineWidthAvailable ) gl.lineWidth( width );
  425. currentLineWidth = width;
  426. }
  427. }
  428. function setPolygonOffset( polygonOffset, factor, units ) {
  429. if ( polygonOffset ) {
  430. enable( gl.POLYGON_OFFSET_FILL );
  431. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  432. gl.polygonOffset( factor, units );
  433. currentPolygonOffsetFactor = factor;
  434. currentPolygonOffsetUnits = units;
  435. }
  436. } else {
  437. disable( gl.POLYGON_OFFSET_FILL );
  438. }
  439. }
  440. function setScissorTest( scissorTest ) {
  441. if ( scissorTest ) {
  442. enable( gl.SCISSOR_TEST );
  443. } else {
  444. disable( gl.SCISSOR_TEST );
  445. }
  446. }
  447. // texture
  448. function activeTexture( webglSlot ) {
  449. if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
  450. if ( currentTextureSlot !== webglSlot ) {
  451. gl.activeTexture( webglSlot );
  452. currentTextureSlot = webglSlot;
  453. }
  454. }
  455. function bindTexture( webglType, webglTexture ) {
  456. if ( currentTextureSlot === null ) {
  457. activeTexture();
  458. }
  459. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  460. if ( boundTexture === undefined ) {
  461. boundTexture = { type: undefined, texture: undefined };
  462. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  463. }
  464. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  465. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  466. boundTexture.type = webglType;
  467. boundTexture.texture = webglTexture;
  468. }
  469. }
  470. function compressedTexImage2D() {
  471. try {
  472. gl.compressedTexImage2D.apply( gl, arguments );
  473. } catch ( error ) {
  474. console.error( 'THREE.WebGLState:', error );
  475. }
  476. }
  477. function texImage2D() {
  478. try {
  479. gl.texImage2D.apply( gl, arguments );
  480. } catch ( error ) {
  481. console.error( 'THREE.WebGLState:', error );
  482. }
  483. }
  484. //
  485. function scissor( scissor ) {
  486. if ( currentScissor.equals( scissor ) === false ) {
  487. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  488. currentScissor.copy( scissor );
  489. }
  490. }
  491. function viewport( viewport ) {
  492. if ( currentViewport.equals( viewport ) === false ) {
  493. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  494. currentViewport.copy( viewport );
  495. }
  496. }
  497. //
  498. function reset() {
  499. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  500. if ( enabledAttributes[ i ] === 1 ) {
  501. gl.disableVertexAttribArray( i );
  502. enabledAttributes[ i ] = 0;
  503. }
  504. }
  505. enabledCapabilities = {};
  506. compressedTextureFormats = null;
  507. currentTextureSlot = null;
  508. currentBoundTextures = {};
  509. currentProgram = null;
  510. currentBlending = null;
  511. currentFlipSided = null;
  512. currentCullFace = null;
  513. colorBuffer.reset();
  514. depthBuffer.reset();
  515. stencilBuffer.reset();
  516. }
  517. return {
  518. buffers: {
  519. color: colorBuffer,
  520. depth: depthBuffer,
  521. stencil: stencilBuffer
  522. },
  523. initAttributes: initAttributes,
  524. enableAttribute: enableAttribute,
  525. enableAttributeAndDivisor: enableAttributeAndDivisor,
  526. disableUnusedAttributes: disableUnusedAttributes,
  527. enable: enable,
  528. disable: disable,
  529. getCompressedTextureFormats: getCompressedTextureFormats,
  530. useProgram: useProgram,
  531. setBlending: setBlending,
  532. setMaterial: setMaterial,
  533. setFlipSided: setFlipSided,
  534. setCullFace: setCullFace,
  535. setLineWidth: setLineWidth,
  536. setPolygonOffset: setPolygonOffset,
  537. setScissorTest: setScissorTest,
  538. activeTexture: activeTexture,
  539. bindTexture: bindTexture,
  540. compressedTexImage2D: compressedTexImage2D,
  541. texImage2D: texImage2D,
  542. scissor: scissor,
  543. viewport: viewport,
  544. reset: reset
  545. };
  546. }
  547. export { WebGLState };