WebGLState.js 17 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';
  5. import { Vector4 } from '../../math/Vector4';
  6. function WebGLState( gl, extensions, paramThreeToGL ) {
  7. function ColorBuffer() {
  8. var locked = false;
  9. var color = new Vector4();
  10. var currentColorMask = null;
  11. var currentColorClear = new Vector4();
  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( 0, 0, 0, 1 );
  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 currentBlending = null;
  189. var currentBlendEquation = null;
  190. var currentBlendSrc = null;
  191. var currentBlendDst = null;
  192. var currentBlendEquationAlpha = null;
  193. var currentBlendSrcAlpha = null;
  194. var currentBlendDstAlpha = null;
  195. var currentPremultipledAlpha = false;
  196. var currentFlipSided = null;
  197. var currentCullFace = null;
  198. var currentLineWidth = null;
  199. var currentPolygonOffsetFactor = null;
  200. var currentPolygonOffsetUnits = null;
  201. var currentScissorTest = 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. //
  224. function init() {
  225. colorBuffer.setClear( 0, 0, 0, 1 );
  226. depthBuffer.setClear( 1 );
  227. stencilBuffer.setClear( 0 );
  228. enable( gl.DEPTH_TEST );
  229. depthBuffer.setFunc( LessEqualDepth );
  230. setFlipSided( false );
  231. setCullFace( CullFaceBack );
  232. enable( gl.CULL_FACE );
  233. enable( gl.BLEND );
  234. setBlending( NormalBlending );
  235. }
  236. function initAttributes() {
  237. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  238. newAttributes[ i ] = 0;
  239. }
  240. }
  241. function enableAttribute( attribute ) {
  242. newAttributes[ attribute ] = 1;
  243. if ( enabledAttributes[ attribute ] === 0 ) {
  244. gl.enableVertexAttribArray( attribute );
  245. enabledAttributes[ attribute ] = 1;
  246. }
  247. if ( attributeDivisors[ attribute ] !== 0 ) {
  248. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  249. extension.vertexAttribDivisorANGLE( attribute, 0 );
  250. attributeDivisors[ attribute ] = 0;
  251. }
  252. }
  253. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  254. newAttributes[ attribute ] = 1;
  255. if ( enabledAttributes[ attribute ] === 0 ) {
  256. gl.enableVertexAttribArray( attribute );
  257. enabledAttributes[ attribute ] = 1;
  258. }
  259. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  260. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  261. extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
  262. attributeDivisors[ attribute ] = meshPerAttribute;
  263. }
  264. }
  265. function disableUnusedAttributes() {
  266. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  267. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  268. gl.disableVertexAttribArray( i );
  269. enabledAttributes[ i ] = 0;
  270. }
  271. }
  272. }
  273. function enable( id ) {
  274. if ( capabilities[ id ] !== true ) {
  275. gl.enable( id );
  276. capabilities[ id ] = true;
  277. }
  278. }
  279. function disable( id ) {
  280. if ( capabilities[ id ] !== false ) {
  281. gl.disable( id );
  282. capabilities[ id ] = false;
  283. }
  284. }
  285. function getCompressedTextureFormats() {
  286. if ( compressedTextureFormats === null ) {
  287. compressedTextureFormats = [];
  288. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  289. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  290. extensions.get( 'WEBGL_compressed_texture_etc1' ) ) {
  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 setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  300. if ( blending !== NoBlending ) {
  301. enable( gl.BLEND );
  302. } else {
  303. disable( gl.BLEND );
  304. }
  305. if ( ( blending !== CustomBlending ) && ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) ) {
  306. if ( blending === AdditiveBlending ) {
  307. if ( premultipliedAlpha ) {
  308. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  309. gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );
  310. } else {
  311. gl.blendEquation( gl.FUNC_ADD );
  312. gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
  313. }
  314. } else if ( blending === SubtractiveBlending ) {
  315. if ( premultipliedAlpha ) {
  316. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  317. gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );
  318. } else {
  319. gl.blendEquation( gl.FUNC_ADD );
  320. gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
  321. }
  322. } else if ( blending === MultiplyBlending ) {
  323. if ( premultipliedAlpha ) {
  324. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  325. gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
  326. } else {
  327. gl.blendEquation( gl.FUNC_ADD );
  328. gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
  329. }
  330. } else {
  331. if ( premultipliedAlpha ) {
  332. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  333. gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  334. } else {
  335. gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
  336. gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  337. }
  338. }
  339. currentBlending = blending;
  340. currentPremultipledAlpha = premultipliedAlpha;
  341. }
  342. if ( blending === CustomBlending ) {
  343. blendEquationAlpha = blendEquationAlpha || blendEquation;
  344. blendSrcAlpha = blendSrcAlpha || blendSrc;
  345. blendDstAlpha = blendDstAlpha || blendDst;
  346. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  347. gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
  348. currentBlendEquation = blendEquation;
  349. currentBlendEquationAlpha = blendEquationAlpha;
  350. }
  351. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  352. gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
  353. currentBlendSrc = blendSrc;
  354. currentBlendDst = blendDst;
  355. currentBlendSrcAlpha = blendSrcAlpha;
  356. currentBlendDstAlpha = blendDstAlpha;
  357. }
  358. } else {
  359. currentBlendEquation = null;
  360. currentBlendSrc = null;
  361. currentBlendDst = null;
  362. currentBlendEquationAlpha = null;
  363. currentBlendSrcAlpha = null;
  364. currentBlendDstAlpha = null;
  365. }
  366. }
  367. function setMaterial( material ) {
  368. material.side === DoubleSide
  369. ? disable( gl.CULL_FACE )
  370. : enable( gl.CULL_FACE );
  371. setFlipSided( material.side === BackSide );
  372. material.transparent === true
  373. ? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
  374. : setBlending( NoBlending );
  375. depthBuffer.setFunc( material.depthFunc );
  376. depthBuffer.setTest( material.depthTest );
  377. depthBuffer.setMask( material.depthWrite );
  378. colorBuffer.setMask( material.colorWrite );
  379. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  380. }
  381. //
  382. function setFlipSided( flipSided ) {
  383. if ( currentFlipSided !== flipSided ) {
  384. if ( flipSided ) {
  385. gl.frontFace( gl.CW );
  386. } else {
  387. gl.frontFace( gl.CCW );
  388. }
  389. currentFlipSided = flipSided;
  390. }
  391. }
  392. function setCullFace( cullFace ) {
  393. if ( cullFace !== CullFaceNone ) {
  394. enable( gl.CULL_FACE );
  395. if ( cullFace !== currentCullFace ) {
  396. if ( cullFace === CullFaceBack ) {
  397. gl.cullFace( gl.BACK );
  398. } else if ( cullFace === CullFaceFront ) {
  399. gl.cullFace( gl.FRONT );
  400. } else {
  401. gl.cullFace( gl.FRONT_AND_BACK );
  402. }
  403. }
  404. } else {
  405. disable( gl.CULL_FACE );
  406. }
  407. currentCullFace = cullFace;
  408. }
  409. function setLineWidth( width ) {
  410. if ( width !== currentLineWidth ) {
  411. if ( lineWidthAvailable ) gl.lineWidth( width );
  412. currentLineWidth = width;
  413. }
  414. }
  415. function setPolygonOffset( polygonOffset, factor, units ) {
  416. if ( polygonOffset ) {
  417. enable( gl.POLYGON_OFFSET_FILL );
  418. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  419. gl.polygonOffset( factor, units );
  420. currentPolygonOffsetFactor = factor;
  421. currentPolygonOffsetUnits = units;
  422. }
  423. } else {
  424. disable( gl.POLYGON_OFFSET_FILL );
  425. }
  426. }
  427. function getScissorTest() {
  428. return currentScissorTest;
  429. }
  430. function setScissorTest( scissorTest ) {
  431. currentScissorTest = scissorTest;
  432. if ( scissorTest ) {
  433. enable( gl.SCISSOR_TEST );
  434. } else {
  435. disable( gl.SCISSOR_TEST );
  436. }
  437. }
  438. // texture
  439. function activeTexture( webglSlot ) {
  440. if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
  441. if ( currentTextureSlot !== webglSlot ) {
  442. gl.activeTexture( webglSlot );
  443. currentTextureSlot = webglSlot;
  444. }
  445. }
  446. function bindTexture( webglType, webglTexture ) {
  447. if ( currentTextureSlot === null ) {
  448. activeTexture();
  449. }
  450. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  451. if ( boundTexture === undefined ) {
  452. boundTexture = { type: undefined, texture: undefined };
  453. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  454. }
  455. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  456. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  457. boundTexture.type = webglType;
  458. boundTexture.texture = webglTexture;
  459. }
  460. }
  461. function compressedTexImage2D() {
  462. try {
  463. gl.compressedTexImage2D.apply( gl, arguments );
  464. } catch ( error ) {
  465. console.error( error );
  466. }
  467. }
  468. function texImage2D() {
  469. try {
  470. gl.texImage2D.apply( gl, arguments );
  471. } catch ( error ) {
  472. console.error( error );
  473. }
  474. }
  475. //
  476. function scissor( scissor ) {
  477. if ( currentScissor.equals( scissor ) === false ) {
  478. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  479. currentScissor.copy( scissor );
  480. }
  481. }
  482. function viewport( viewport ) {
  483. if ( currentViewport.equals( viewport ) === false ) {
  484. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  485. currentViewport.copy( viewport );
  486. }
  487. }
  488. //
  489. function reset() {
  490. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  491. if ( enabledAttributes[ i ] === 1 ) {
  492. gl.disableVertexAttribArray( i );
  493. enabledAttributes[ i ] = 0;
  494. }
  495. }
  496. capabilities = {};
  497. compressedTextureFormats = null;
  498. currentTextureSlot = null;
  499. currentBoundTextures = {};
  500. currentBlending = null;
  501. currentFlipSided = null;
  502. currentCullFace = null;
  503. colorBuffer.reset();
  504. depthBuffer.reset();
  505. stencilBuffer.reset();
  506. }
  507. return {
  508. buffers: {
  509. color: colorBuffer,
  510. depth: depthBuffer,
  511. stencil: stencilBuffer
  512. },
  513. init: init,
  514. initAttributes: initAttributes,
  515. enableAttribute: enableAttribute,
  516. enableAttributeAndDivisor: enableAttributeAndDivisor,
  517. disableUnusedAttributes: disableUnusedAttributes,
  518. enable: enable,
  519. disable: disable,
  520. getCompressedTextureFormats: getCompressedTextureFormats,
  521. setBlending: setBlending,
  522. setMaterial: setMaterial,
  523. setFlipSided: setFlipSided,
  524. setCullFace: setCullFace,
  525. setLineWidth: setLineWidth,
  526. setPolygonOffset: setPolygonOffset,
  527. getScissorTest: getScissorTest,
  528. setScissorTest: setScissorTest,
  529. activeTexture: activeTexture,
  530. bindTexture: bindTexture,
  531. compressedTexImage2D: compressedTexImage2D,
  532. texImage2D: texImage2D,
  533. scissor: scissor,
  534. viewport: viewport,
  535. reset: reset
  536. };
  537. }
  538. export { WebGLState };