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import { CullFace, Blending, BlendingEquation, BlendingSrcFactor, BlendingDstFactor, DepthModes } from '../../constants';
import { WebGLCapabilities } from './WebGLCapabilities';
import { WebGLExtensions } from './WebGLExtensions';
import { Material } from '../../materials/Material';
import { Vector4 } from '../../math/Vector4';

export class WebGLColorBuffer {
	constructor();

	setMask(colorMask: boolean): void;
	setLocked(lock: boolean): void;
	setClear(r: number, g: number, b: number, a: number, premultipliedAlpha: boolean): void;
	reset(): void;
}

export class WebGLDepthBuffer {
	constructor();

	setTest(depthTest: boolean): void;
	setMask(depthMask: boolean): void;
	setFunc(depthFunc: DepthModes): void;
	setLocked(lock: boolean): void;
	setClear(depth: number): void;
	reset(): void;
}

export class WebGLStencilBuffer {
	constructor();

	setTest(stencilTest: boolean): void;
	setMask(stencilMask: number): void;
	setFunc(stencilFunc: number, stencilRef: number, stencilMask: number): void;
	setOp(stencilFail: number, stencilZFail: number, stencilZPass: number): void;
	setLocked(lock: boolean): void;
	setClear(stencil: number): void;
	reset(): void;
}

export class WebGLState {
	constructor(gl: WebGLRenderingContext, extensions: WebGLExtensions, capabilities: WebGLCapabilities);

	buffers: {
		color: WebGLColorBuffer;
		depth: WebGLDepthBuffer;
		stencil: WebGLStencilBuffer;
	};

	initAttributes(): void;
	enableAttribute(attribute: number): void;
	enableAttributeAndDivisor(attribute: number, meshPerAttribute: number): void;
	disableUnusedAttributes(): void;
	vertexAttribPointer(index: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void;
	enable(id: number): void;
	disable(id: number): void;
	bindFramebuffer(target: number, framebuffer: WebGLFramebuffer | null): void;
	bindXRFramebuffer(framebuffer: WebGLFramebuffer | null): void;
	useProgram(program: any): boolean;
	setBlending(
		blending: Blending,
		blendEquation?: BlendingEquation,
		blendSrc?: BlendingSrcFactor,
		blendDst?: BlendingDstFactor,
		blendEquationAlpha?: BlendingEquation,
		blendSrcAlpha?: BlendingSrcFactor,
		blendDstAlpha?: BlendingDstFactor,
		premultiplyAlpha?: boolean
	): void;
	setMaterial(material: Material, frontFaceCW: boolean): void;
	setFlipSided(flipSided: boolean): void;
	setCullFace(cullFace: CullFace): void;
	setLineWidth(width: number): void;
	setPolygonOffset(polygonoffset: boolean, factor?: number, units?: number): void;
	setScissorTest(scissorTest: boolean): void;
	activeTexture(webglSlot: number): void;
	bindTexture(webglType: number, webglTexture: any): void;
	unbindTexture(): void;
	// Same interface as https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/compressedTexImage2D
	compressedTexImage2D(target: number, level: number, internalformat: number, width: number, height: number, border: number, data: ArrayBufferView): void;
	// Same interface as https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texImage2D
	texImage2D(
		target: number,
		level: number,
		internalformat: number,
		width: number,
		height: number,
		border: number,
		format: number,
		type: number,
		pixels: ArrayBufferView | null
	): void;
	texImage2D(target: number, level: number, internalformat: number, format: number, type: number, source: any): void;
	texImage3D(
		target: number,
		level: number,
		internalformat: number,
		width: number,
		height: number,
		depth: number,
		border: number,
		format: number,
		type: number,
		pixels: any
	): void;
	scissor(scissor: Vector4): void;
	viewport(viewport: Vector4): void;
	reset(): void;
}