{"version":3,"file":"State.mjs","sources":["../../src/state/State.ts"],"sourcesContent":["import { BLEND_MODES } from 'pixijs/constants';\n\n/* eslint-disable max-len */\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\nconst DEPTH_MASK = 5;\n\n/**\n * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n * @memberof PIXI\n */\nexport class State\n{\n    data: number;\n    _blendMode: BLEND_MODES;\n    _polygonOffset: number;\n\n    constructor()\n    {\n        this.data = 0;\n\n        this.blendMode = BLEND_MODES.NORMAL;\n        this.polygonOffset = 0;\n\n        this.blend = true;\n        this.depthMask = true;\n        //  this.depthTest = true;\n    }\n\n    /**\n     * Activates blending of the computed fragment color values.\n     * @default true\n     */\n    get blend(): boolean\n    {\n        return !!(this.data & (1 << BLEND));\n    }\n\n    set blend(value: boolean)\n    {\n        if (!!(this.data & (1 << BLEND)) !== value)\n        {\n            this.data ^= (1 << BLEND);\n        }\n    }\n\n    /**\n     * Activates adding an offset to depth values of polygon's fragments\n     * @default false\n     */\n    get offsets(): boolean\n    {\n        return !!(this.data & (1 << OFFSET));\n    }\n\n    set offsets(value: boolean)\n    {\n        if (!!(this.data & (1 << OFFSET)) !== value)\n        {\n            this.data ^= (1 << OFFSET);\n        }\n    }\n\n    /**\n     * Activates culling of polygons.\n     * @default false\n     */\n    get culling(): boolean\n    {\n        return !!(this.data & (1 << CULLING));\n    }\n\n    set culling(value: boolean)\n    {\n        if (!!(this.data & (1 << CULLING)) !== value)\n        {\n            this.data ^= (1 << CULLING);\n        }\n    }\n\n    /**\n     * Activates depth comparisons and updates to the depth buffer.\n     * @default false\n     */\n    get depthTest(): boolean\n    {\n        return !!(this.data & (1 << DEPTH_TEST));\n    }\n\n    set depthTest(value: boolean)\n    {\n        if (!!(this.data & (1 << DEPTH_TEST)) !== value)\n        {\n            this.data ^= (1 << DEPTH_TEST);\n        }\n    }\n\n    /**\n     * Enables or disables writing to the depth buffer.\n     * @default true\n     */\n    get depthMask(): boolean\n    {\n        return !!(this.data & (1 << DEPTH_MASK));\n    }\n\n    set depthMask(value: boolean)\n    {\n        if (!!(this.data & (1 << DEPTH_MASK)) !== value)\n        {\n            this.data ^= (1 << DEPTH_MASK);\n        }\n    }\n\n    /**\n     * Specifies whether or not front or back-facing polygons can be culled.\n     * @default false\n     */\n    get clockwiseFrontFace(): boolean\n    {\n        return !!(this.data & (1 << WINDING));\n    }\n\n    set clockwiseFrontFace(value: boolean)\n    {\n        if (!!(this.data & (1 << WINDING)) !== value)\n        {\n            this.data ^= (1 << WINDING);\n        }\n    }\n\n    /**\n     * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n     * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n     * @default PIXI.BLEND_MODES.NORMAL\n     */\n    get blendMode(): BLEND_MODES\n    {\n        return this._blendMode;\n    }\n\n    set blendMode(value: BLEND_MODES)\n    {\n        this.blend = (value !== BLEND_MODES.NONE);\n        this._blendMode = value;\n    }\n\n    /**\n     * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n     * @default 0\n     */\n    get polygonOffset(): number\n    {\n        return this._polygonOffset;\n    }\n\n    set polygonOffset(value: number)\n    {\n        this.offsets = !!value;\n        this._polygonOffset = value;\n    }\n\n    // #if _DEBUG\n    toString(): string\n    {\n        return `[pixijs/core:State `\n            + `blendMode=${this.blendMode} `\n            + `clockwiseFrontFace=${this.clockwiseFrontFace} `\n            + `culling=${this.culling} `\n            + `depthMask=${this.depthMask} `\n            + `polygonOffset=${this.polygonOffset}`\n            + `]`;\n    }\n    // #endif\n\n    static for2d(): State\n    {\n        const state = new State();\n\n        state.depthTest = false;\n        state.blend = true;\n\n        return state;\n    }\n}\n\n"],"names":[],"mappings":";;AAIA,MAAM,KAAQ,GAAA,CAAA,CAAA;AACd,MAAM,MAAS,GAAA,CAAA,CAAA;AACf,MAAM,OAAU,GAAA,CAAA,CAAA;AAChB,MAAM,UAAa,GAAA,CAAA,CAAA;AACnB,MAAM,OAAU,GAAA,CAAA,CAAA;AAChB,MAAM,UAAa,GAAA,CAAA,CAAA;AASZ,MAAM,KACb,CAAA;AAAA,EAKI,WACA,GAAA;AACI,IAAA,IAAA,CAAK,IAAO,GAAA,CAAA,CAAA;AAEZ,IAAA,IAAA,CAAK,YAAY,WAAY,CAAA,MAAA,CAAA;AAC7B,IAAA,IAAA,CAAK,aAAgB,GAAA,CAAA,CAAA;AAErB,IAAA,IAAA,CAAK,KAAQ,GAAA,IAAA,CAAA;AACb,IAAA,IAAA,CAAK,SAAY,GAAA,IAAA,CAAA;AAAA,GAErB;AAAA,EAMA,IAAI,KACJ,GAAA;AACI,IAAA,OAAO,CAAC,EAAO,IAAA,CAAA,IAAA,GAAQ,CAAK,IAAA,KAAA,CAAA,CAAA;AAAA,GAChC;AAAA,EAEA,IAAI,MAAM,KACV,EAAA;AACI,IAAA,IAAI,CAAC,EAAE,IAAA,CAAK,IAAQ,GAAA,CAAA,IAAK,WAAY,KACrC,EAAA;AACI,MAAA,IAAA,CAAK,QAAS,CAAK,IAAA,KAAA,CAAA;AAAA,KACvB;AAAA,GACJ;AAAA,EAMA,IAAI,OACJ,GAAA;AACI,IAAA,OAAO,CAAC,EAAO,IAAA,CAAA,IAAA,GAAQ,CAAK,IAAA,MAAA,CAAA,CAAA;AAAA,GAChC;AAAA,EAEA,IAAI,QAAQ,KACZ,EAAA;AACI,IAAA,IAAI,CAAC,EAAE,IAAA,CAAK,IAAQ,GAAA,CAAA,IAAK,YAAa,KACtC,EAAA;AACI,MAAA,IAAA,CAAK,QAAS,CAAK,IAAA,MAAA,CAAA;AAAA,KACvB;AAAA,GACJ;AAAA,EAMA,IAAI,OACJ,GAAA;AACI,IAAA,OAAO,CAAC,EAAO,IAAA,CAAA,IAAA,GAAQ,CAAK,IAAA,OAAA,CAAA,CAAA;AAAA,GAChC;AAAA,EAEA,IAAI,QAAQ,KACZ,EAAA;AACI,IAAA,IAAI,CAAC,EAAE,IAAA,CAAK,IAAQ,GAAA,CAAA,IAAK,aAAc,KACvC,EAAA;AACI,MAAA,IAAA,CAAK,QAAS,CAAK,IAAA,OAAA,CAAA;AAAA,KACvB;AAAA,GACJ;AAAA,EAMA,IAAI,SACJ,GAAA;AACI,IAAA,OAAO,CAAC,EAAO,IAAA,CAAA,IAAA,GAAQ,CAAK,IAAA,UAAA,CAAA,CAAA;AAAA,GAChC;AAAA,EAEA,IAAI,UAAU,KACd,EAAA;AACI,IAAA,IAAI,CAAC,EAAE,IAAA,CAAK,IAAQ,GAAA,CAAA,IAAK,gBAAiB,KAC1C,EAAA;AACI,MAAA,IAAA,CAAK,QAAS,CAAK,IAAA,UAAA,CAAA;AAAA,KACvB;AAAA,GACJ;AAAA,EAMA,IAAI,SACJ,GAAA;AACI,IAAA,OAAO,CAAC,EAAO,IAAA,CAAA,IAAA,GAAQ,CAAK,IAAA,UAAA,CAAA,CAAA;AAAA,GAChC;AAAA,EAEA,IAAI,UAAU,KACd,EAAA;AACI,IAAA,IAAI,CAAC,EAAE,IAAA,CAAK,IAAQ,GAAA,CAAA,IAAK,gBAAiB,KAC1C,EAAA;AACI,MAAA,IAAA,CAAK,QAAS,CAAK,IAAA,UAAA,CAAA;AAAA,KACvB;AAAA,GACJ;AAAA,EAMA,IAAI,kBACJ,GAAA;AACI,IAAA,OAAO,CAAC,EAAO,IAAA,CAAA,IAAA,GAAQ,CAAK,IAAA,OAAA,CAAA,CAAA;AAAA,GAChC;AAAA,EAEA,IAAI,mBAAmB,KACvB,EAAA;AACI,IAAA,IAAI,CAAC,EAAE,IAAA,CAAK,IAAQ,GAAA,CAAA,IAAK,aAAc,KACvC,EAAA;AACI,MAAA,IAAA,CAAK,QAAS,CAAK,IAAA,OAAA,CAAA;AAAA,KACvB;AAAA,GACJ;AAAA,EAOA,IAAI,SACJ,GAAA;AACI,IAAA,OAAO,IAAK,CAAA,UAAA,CAAA;AAAA,GAChB;AAAA,EAEA,IAAI,UAAU,KACd,EAAA;AACI,IAAK,IAAA,CAAA,KAAA,GAAS,UAAU,WAAY,CAAA,IAAA,CAAA;AACpC,IAAA,IAAA,CAAK,UAAa,GAAA,KAAA,CAAA;AAAA,GACtB;AAAA,EAMA,IAAI,aACJ,GAAA;AACI,IAAA,OAAO,IAAK,CAAA,cAAA,CAAA;AAAA,GAChB;AAAA,EAEA,IAAI,cAAc,KAClB,EAAA;AACI,IAAK,IAAA,CAAA,OAAA,GAAU,CAAC,CAAC,KAAA,CAAA;AACjB,IAAA,IAAA,CAAK,cAAiB,GAAA,KAAA,CAAA;AAAA,GAC1B;AAAA,EAGA,QACA,GAAA;AACI,IAAO,OAAA,CAAA,4BAAA,EACY,KAAK,SACI,CAAA,oBAAA,EAAA,IAAA,CAAK,8BAChB,IAAK,CAAA,OAAA,CAAA,WAAA,EACH,IAAK,CAAA,SAAA,CAAA,eAAA,EACD,IAAK,CAAA,aAAA,CAAA,CAAA,CAAA,CAAA;AAAA,GAEhC;AAAA,EAGA,OAAO,KACP,GAAA;AACI,IAAM,MAAA,KAAA,GAAQ,IAAI,KAAM,EAAA,CAAA;AAExB,IAAA,KAAA,CAAM,SAAY,GAAA,KAAA,CAAA;AAClB,IAAA,KAAA,CAAM,KAAQ,GAAA,IAAA,CAAA;AAEd,IAAO,OAAA,KAAA,CAAA;AAAA,GACX;AACJ;;;;"}