WebGLState.js 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953
  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 ) {
  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 capabilities = {};
  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 version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] );
  204. var lineWidthAvailable = parseFloat( version ) >= 1.0;
  205. var currentTextureSlot = null;
  206. var currentBoundTextures = {};
  207. var currentScissor = new Vector4();
  208. var currentViewport = new Vector4();
  209. function createTexture( type, target, count ) {
  210. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  211. var texture = gl.createTexture();
  212. gl.bindTexture( type, texture );
  213. gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  214. gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  215. for ( var i = 0; i < count; i ++ ) {
  216. gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
  217. }
  218. return texture;
  219. }
  220. var emptyTextures = {};
  221. emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
  222. emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );
  223. // init
  224. colorBuffer.setClear( 0, 0, 0, 1 );
  225. depthBuffer.setClear( 1 );
  226. stencilBuffer.setClear( 0 );
  227. enable( gl.DEPTH_TEST );
  228. depthBuffer.setFunc( LessEqualDepth );
  229. setFlipSided( false );
  230. setCullFace( CullFaceBack );
  231. enable( gl.CULL_FACE );
  232. enable( gl.BLEND );
  233. setBlending( NormalBlending );
  234. //
  235. function initAttributes() {
  236. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  237. newAttributes[ i ] = 0;
  238. }
  239. }
  240. function enableAttribute( attribute ) {
  241. newAttributes[ attribute ] = 1;
  242. if ( enabledAttributes[ attribute ] === 0 ) {
  243. gl.enableVertexAttribArray( attribute );
  244. enabledAttributes[ attribute ] = 1;
  245. }
  246. if ( attributeDivisors[ attribute ] !== 0 ) {
  247. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  248. extension.vertexAttribDivisorANGLE( attribute, 0 );
  249. attributeDivisors[ attribute ] = 0;
  250. }
  251. }
  252. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  253. newAttributes[ attribute ] = 1;
  254. if ( enabledAttributes[ attribute ] === 0 ) {
  255. gl.enableVertexAttribArray( attribute );
  256. enabledAttributes[ attribute ] = 1;
  257. }
  258. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  259. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  260. extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
  261. attributeDivisors[ attribute ] = meshPerAttribute;
  262. }
  263. }
  264. function disableUnusedAttributes() {
  265. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  266. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  267. gl.disableVertexAttribArray( i );
  268. enabledAttributes[ i ] = 0;
  269. }
  270. }
  271. }
  272. function enable( id ) {
  273. if ( capabilities[ id ] !== true ) {
  274. gl.enable( id );
  275. capabilities[ id ] = true;
  276. }
  277. }
  278. function disable( id ) {
  279. if ( capabilities[ id ] !== false ) {
  280. gl.disable( id );
  281. capabilities[ id ] = false;
  282. }
  283. }
  284. function getCompressedTextureFormats() {
  285. if ( compressedTextureFormats === null ) {
  286. compressedTextureFormats = [];
  287. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  288. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  289. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  290. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  291. var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
  292. for ( var i = 0; i < formats.length; i ++ ) {
  293. compressedTextureFormats.push( formats[ i ] );
  294. }
  295. }
  296. }
  297. return compressedTextureFormats;
  298. }
  299. function useProgram( program ) {
  300. if ( currentProgram !== program ) {
  301. gl.useProgram( program );
  302. currentProgram = program;
  303. return true;
  304. }
  305. return false;
  306. }
  307. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  308. if ( blending !== NoBlending ) {
  309. enable( gl.BLEND );
  310. } else {
  311. disable( gl.BLEND );
  312. }
  313. if ( blending !== CustomBlending ) {
  314. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  315. switch ( blending ) {
  316. case AdditiveBlending:
  317. if ( premultipliedAlpha ) {
  318. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  319. gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );
  320. } else {
  321. gl.blendEquation( gl.FUNC_ADD );
  322. gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
  323. }
  324. break;
  325. case SubtractiveBlending:
  326. if ( premultipliedAlpha ) {
  327. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  328. gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );
  329. } else {
  330. gl.blendEquation( gl.FUNC_ADD );
  331. gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
  332. }
  333. break;
  334. case MultiplyBlending:
  335. if ( premultipliedAlpha ) {
  336. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  337. gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
  338. } else {
  339. gl.blendEquation( gl.FUNC_ADD );
  340. gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
  341. }
  342. break;
  343. default:
  344. if ( premultipliedAlpha ) {
  345. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  346. gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  347. } else {
  348. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  349. gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  350. }
  351. }
  352. }
  353. currentBlendEquation = null;
  354. currentBlendSrc = null;
  355. currentBlendDst = null;
  356. currentBlendEquationAlpha = null;
  357. currentBlendSrcAlpha = null;
  358. currentBlendDstAlpha = null;
  359. } else {
  360. blendEquationAlpha = blendEquationAlpha || blendEquation;
  361. blendSrcAlpha = blendSrcAlpha || blendSrc;
  362. blendDstAlpha = blendDstAlpha || blendDst;
  363. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  364. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  365. currentBlendEquation = blendEquation;
  366. currentBlendEquationAlpha = blendEquationAlpha;
  367. }
  368. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  369. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  370. currentBlendSrc = blendSrc;
  371. currentBlendDst = blendDst;
  372. currentBlendSrcAlpha = blendSrcAlpha;
  373. currentBlendDstAlpha = blendDstAlpha;
  374. }
  375. }
  376. currentBlending = blending;
  377. currentPremultipledAlpha = premultipliedAlpha;
  378. }
  379. function setMaterial( material, frontFaceCW ) {
  380. material.side === DoubleSide
  381. ? disable( gl.CULL_FACE )
  382. : enable( gl.CULL_FACE );
  383. var flipSided = ( material.side === BackSide );
  384. if ( frontFaceCW ) flipSided = ! flipSided;
  385. setFlipSided( flipSided );
  386. material.transparent === true
  387. ? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
  388. : setBlending( NoBlending );
  389. depthBuffer.setFunc( material.depthFunc );
  390. depthBuffer.setTest( material.depthTest );
  391. depthBuffer.setMask( material.depthWrite );
  392. colorBuffer.setMask( material.colorWrite );
  393. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  394. }
  395. //
  396. function setFlipSided( flipSided ) {
  397. if ( currentFlipSided !== flipSided ) {
  398. if ( flipSided ) {
  399. gl.frontFace( gl.CW );
  400. } else {
  401. gl.frontFace( gl.CCW );
  402. }
  403. currentFlipSided = flipSided;
  404. }
  405. }
  406. function setCullFace( cullFace ) {
  407. if ( cullFace !== CullFaceNone ) {
  408. enable( gl.CULL_FACE );
  409. if ( cullFace !== currentCullFace ) {
  410. if ( cullFace === CullFaceBack ) {
  411. gl.cullFace( gl.BACK );
  412. } else if ( cullFace === CullFaceFront ) {
  413. gl.cullFace( gl.FRONT );
  414. } else {
  415. gl.cullFace( gl.FRONT_AND_BACK );
  416. }
  417. }
  418. } else {
  419. disable( gl.CULL_FACE );
  420. }
  421. currentCullFace = cullFace;
  422. }
  423. function setLineWidth( width ) {
  424. if ( width !== currentLineWidth ) {
  425. if ( lineWidthAvailable ) gl.lineWidth( width );
  426. currentLineWidth = width;
  427. }
  428. }
  429. function setPolygonOffset( polygonOffset, factor, units ) {
  430. if ( polygonOffset ) {
  431. enable( gl.POLYGON_OFFSET_FILL );
  432. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  433. gl.polygonOffset( factor, units );
  434. currentPolygonOffsetFactor = factor;
  435. currentPolygonOffsetUnits = units;
  436. }
  437. } else {
  438. disable( gl.POLYGON_OFFSET_FILL );
  439. }
  440. }
  441. function setScissorTest( scissorTest ) {
  442. if ( scissorTest ) {
  443. enable( gl.SCISSOR_TEST );
  444. } else {
  445. disable( gl.SCISSOR_TEST );
  446. }
  447. }
  448. // texture
  449. function activeTexture( webglSlot ) {
  450. if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
  451. if ( currentTextureSlot !== webglSlot ) {
  452. gl.activeTexture( webglSlot );
  453. currentTextureSlot = webglSlot;
  454. }
  455. }
  456. function bindTexture( webglType, webglTexture ) {
  457. if ( currentTextureSlot === null ) {
  458. activeTexture();
  459. }
  460. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  461. if ( boundTexture === undefined ) {
  462. boundTexture = { type: undefined, texture: undefined };
  463. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  464. }
  465. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  466. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  467. boundTexture.type = webglType;
  468. boundTexture.texture = webglTexture;
  469. }
  470. }
  471. function compressedTexImage2D() {
  472. try {
  473. gl.compressedTexImage2D.apply( gl, arguments );
  474. } catch ( error ) {
  475. console.error( 'THREE.WebGLState:', error );
  476. }
  477. }
  478. function texImage2D() {
  479. try {
  480. gl.texImage2D.apply( gl, arguments );
  481. } catch ( error ) {
  482. console.error( 'THREE.WebGLState:', error );
  483. }
  484. }
  485. //
  486. function scissor( scissor ) {
  487. if ( currentScissor.equals( scissor ) === false ) {
  488. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  489. currentScissor.copy( scissor );
  490. }
  491. }
  492. function viewport( viewport ) {
  493. if ( currentViewport.equals( viewport ) === false ) {
  494. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  495. currentViewport.copy( viewport );
  496. }
  497. }
  498. //
  499. function reset() {
  500. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  501. if ( enabledAttributes[ i ] === 1 ) {
  502. gl.disableVertexAttribArray( i );
  503. enabledAttributes[ i ] = 0;
  504. }
  505. }
  506. capabilities = {};
  507. compressedTextureFormats = null;
  508. currentTextureSlot = null;
  509. currentBoundTextures = {};
  510. currentProgram = null;
  511. currentBlending = null;
  512. currentFlipSided = null;
  513. currentCullFace = null;
  514. colorBuffer.reset();
  515. depthBuffer.reset();
  516. stencilBuffer.reset();
  517. }
  518. return {
  519. buffers: {
  520. color: colorBuffer,
  521. depth: depthBuffer,
  522. stencil: stencilBuffer
  523. },
  524. initAttributes: initAttributes,
  525. enableAttribute: enableAttribute,
  526. enableAttributeAndDivisor: enableAttributeAndDivisor,
  527. disableUnusedAttributes: disableUnusedAttributes,
  528. enable: enable,
  529. disable: disable,
  530. getCompressedTextureFormats: getCompressedTextureFormats,
  531. useProgram: useProgram,
  532. setBlending: setBlending,
  533. setMaterial: setMaterial,
  534. setFlipSided: setFlipSided,
  535. setCullFace: setCullFace,
  536. setLineWidth: setLineWidth,
  537. setPolygonOffset: setPolygonOffset,
  538. setScissorTest: setScissorTest,
  539. activeTexture: activeTexture,
  540. bindTexture: bindTexture,
  541. compressedTexImage2D: compressedTexImage2D,
  542. texImage2D: texImage2D,
  543. scissor: scissor,
  544. viewport: viewport,
  545. reset: reset
  546. };
  547. }
  548. export { WebGLState };