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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Remember the OpenGL state.
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* <p>
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* This is a member of DistortedNode. Remembers the OpenGL state we want to set just before rendering
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* the Node.
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* <p>
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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public class DistortedRenderState
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{
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// TODO: figure this out dynamically; this assumes 8 bit stencil buffer.
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private static final int STENCIL_MASK = (1<<8)-1;
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private static class RenderState
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{
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private int colorMaskR, colorMaskG, colorMaskB, colorMaskA;
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private int depthMask;
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private int stencilMask;
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private int depthTest;
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private int stencilTest;
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private int stencilFuncFunc, stencilFuncRef, stencilFuncMask;
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private int stencilOpSfail, stencilOpDpfail, stencilOpDppass;
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private int depthFunc;
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private int blend;
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private int blendSrc, blendDst;
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}
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private RenderState mState; // state the current object wants to have
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static private RenderState cState = new RenderState(); // current OpenGL Stave
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static private RenderState sState = new RenderState(); // saved OpenGL state
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private int mClear;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// default: color writes on, depth test and writes on, blending on, stencil off.
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DistortedRenderState()
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{
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mState = new RenderState();
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mState.colorMaskR = 1;
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mState.colorMaskG = 1;
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mState.colorMaskB = 1;
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mState.colorMaskA = 1;
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mState.depthTest = 1;
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mState.depthMask = 1;
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mState.depthFunc = GLES31.GL_LEQUAL;
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mState.blend = 1;
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mState.blendSrc = GLES31.GL_SRC_ALPHA;
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mState.blendDst = GLES31.GL_ONE_MINUS_SRC_ALPHA;
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mState.stencilTest = 0;
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mState.stencilMask = STENCIL_MASK;
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mState.stencilFuncFunc = GLES31.GL_NEVER;
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mState.stencilFuncRef = 0;
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mState.stencilFuncMask = STENCIL_MASK;
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mState.stencilOpSfail = GLES31.GL_KEEP;
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mState.stencilOpDpfail = GLES31.GL_KEEP;
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mState.stencilOpDppass = GLES31.GL_KEEP;
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mClear = 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// reset state of everything to a known state.
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static void reset()
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{
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cState.colorMaskR = 1;
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cState.colorMaskG = 1;
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cState.colorMaskB = 1;
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cState.colorMaskA = 1;
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GLES31.glColorMask(true,true,true,true);
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cState.depthTest = 1;
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cState.depthMask = 1;
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cState.depthFunc = GLES31.GL_LEQUAL;
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GLES31.glEnable(GLES31.GL_DEPTH_TEST);
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GLES31.glDepthMask(true);
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GLES31.glDepthFunc(cState.depthFunc);
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cState.stencilTest = 0;
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cState.stencilMask = STENCIL_MASK;
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cState.stencilFuncFunc = GLES31.GL_NEVER;
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cState.stencilFuncRef = 0;
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cState.stencilFuncMask = STENCIL_MASK;
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cState.stencilOpSfail = GLES31.GL_KEEP;
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cState.stencilOpDpfail = GLES31.GL_KEEP;
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cState.stencilOpDppass = GLES31.GL_KEEP;
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GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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GLES31.glStencilMask(cState.stencilMask);
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cState.blend = 1;
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cState.blendSrc = GLES31.GL_SRC_ALPHA;
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cState.blendDst = GLES31.GL_ONE_MINUS_SRC_ALPHA;
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GLES31.glEnable(GLES31.GL_BLEND);
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GLES31.glBlendFunc(cState.blendSrc,cState.blendDst);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void colorDepthStencilOn()
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{
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sState.colorMaskR = cState.colorMaskR;
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sState.colorMaskG = cState.colorMaskG;
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sState.colorMaskB = cState.colorMaskB;
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sState.colorMaskA = cState.colorMaskA;
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if( cState.colorMaskR!=1 || cState.colorMaskG!=1 || cState.colorMaskB!=1 || cState.colorMaskA!=1 )
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{
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cState.colorMaskR = 1;
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cState.colorMaskG = 1;
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cState.colorMaskB = 1;
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cState.colorMaskA = 1;
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GLES31.glColorMask(true,true,true,true);
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}
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sState.depthMask = cState.depthMask;
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if( cState.depthMask!=1 )
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{
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cState.depthMask = 1;
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GLES31.glDepthMask(true);
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}
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sState.stencilMask = cState.stencilMask;
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if( cState.stencilMask!= STENCIL_MASK )
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{
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cState.stencilMask = STENCIL_MASK;
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GLES31.glStencilMask(cState.stencilMask);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void colorDepthStencilRestore()
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{
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if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA)
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{
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cState.colorMaskR = sState.colorMaskR;
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cState.colorMaskG = sState.colorMaskG;
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cState.colorMaskB = sState.colorMaskB;
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cState.colorMaskA = sState.colorMaskA;
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GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
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}
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if( sState.depthMask!=cState.depthMask )
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{
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cState.depthMask = sState.depthMask;
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GLES31.glDepthMask(cState.depthMask==1);
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}
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if( sState.stencilMask!=cState.stencilMask )
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{
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cState.stencilMask = sState.stencilMask;
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GLES31.glStencilMask(cState.stencilMask);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void switchOffDrawing()
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{
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GLES31.glEnable(GLES31.GL_SCISSOR_TEST);
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GLES31.glScissor(0,0,0,0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void restoreDrawing()
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{
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GLES31.glDisable(GLES31.GL_SCISSOR_TEST);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void enableStencil()
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{
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sState.stencilTest = cState.stencilTest;
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if (cState.stencilTest != 1)
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{
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cState.stencilTest = 1;
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GLES31.glEnable(GLES31.GL_STENCIL_TEST);
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}
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sState.stencilFuncFunc = cState.stencilFuncFunc;
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sState.stencilFuncRef = cState.stencilFuncRef;
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sState.stencilFuncMask = cState.stencilFuncMask;
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if( cState.stencilFuncFunc!=GLES31.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
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{
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cState.stencilFuncFunc = GLES31.GL_EQUAL;
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cState.stencilFuncRef = 1;
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cState.stencilFuncMask = STENCIL_MASK;
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GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
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}
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sState.stencilMask = cState.stencilMask;
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if( cState.stencilMask!= 0x00 )
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{
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cState.stencilMask = 0x00;
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GLES31.glStencilMask(cState.stencilMask);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void restoreStencil()
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{
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if (sState.stencilTest != cState.stencilTest)
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{
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cState.stencilTest = sState.stencilTest;
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if (cState.stencilTest == 0)
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{
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GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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}
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else
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{
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GLES31.glEnable(GLES31.GL_STENCIL_TEST);
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}
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}
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if( sState.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask )
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{
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cState.stencilFuncFunc = sState.stencilFuncFunc;
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cState.stencilFuncRef = sState.stencilFuncRef ;
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cState.stencilFuncMask = sState.stencilFuncMask;
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GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
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}
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if( sState.stencilMask!=cState.stencilMask )
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{
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cState.stencilMask = sState.stencilMask;
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GLES31.glStencilMask(cState.stencilMask);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void setUpStencilMark()
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{
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sState.stencilTest = cState.stencilTest;
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if( cState.stencilTest!=1 )
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{
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cState.stencilTest = 1;
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//android.util.Log.d("State", "stencil test on");
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GLES31.glEnable(GLES31.GL_STENCIL_TEST);
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}
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sState.stencilFuncFunc = cState.stencilFuncFunc;
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sState.stencilFuncRef = cState.stencilFuncRef;
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sState.stencilFuncMask = cState.stencilFuncMask;
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if( cState.stencilFuncFunc!=GLES31.GL_ALWAYS || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
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{
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cState.stencilFuncFunc = GLES31.GL_ALWAYS;
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cState.stencilFuncRef = 1;
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cState.stencilFuncMask = STENCIL_MASK;
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//android.util.Log.d("State", "stencil func on");
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GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
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}
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sState.stencilOpSfail = cState.stencilOpSfail;
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sState.stencilOpDpfail= cState.stencilOpDpfail;
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sState.stencilOpDppass= cState.stencilOpDppass;
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if( cState.stencilOpSfail!=GLES31.GL_KEEP || cState.stencilOpDpfail!=GLES31.GL_KEEP || cState.stencilOpDppass!=GLES31.GL_REPLACE )
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{
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cState.stencilOpSfail = GLES31.GL_KEEP;
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cState.stencilOpDpfail= GLES31.GL_KEEP;
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cState.stencilOpDppass= GLES31.GL_REPLACE;
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//android.util.Log.d("State", "stencil op on");
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GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
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}
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sState.colorMaskR = cState.colorMaskR;
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sState.colorMaskG = cState.colorMaskG;
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sState.colorMaskB = cState.colorMaskB;
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sState.colorMaskA = cState.colorMaskA;
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if( cState.colorMaskR!=0 || cState.colorMaskG!=0 || cState.colorMaskB!=0 || cState.colorMaskA!=0 )
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{
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cState.colorMaskR = 0;
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cState.colorMaskG = 0;
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cState.colorMaskB = 0;
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cState.colorMaskA = 0;
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//android.util.Log.d("State", "switch off color writing");
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GLES31.glColorMask(false,false,false,false);
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}
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sState.depthMask = cState.depthMask;
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if( cState.depthMask!=1 )
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{
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cState.depthMask = 1;
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//android.util.Log.d("State", "switch on depth writing");
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GLES31.glDepthMask(true);
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}
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sState.stencilMask = cState.stencilMask;
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if( cState.stencilMask!= STENCIL_MASK )
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{
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cState.stencilMask = STENCIL_MASK;
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//android.util.Log.d("State", "stencil mask on");
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GLES31.glStencilMask(cState.stencilMask);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void unsetUpStencilMark()
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{
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if( sState.stencilTest!=cState.stencilTest )
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{
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cState.stencilTest = sState.stencilTest;
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if (cState.stencilTest == 0)
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{
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GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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}
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else
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{
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GLES31.glEnable(GLES31.GL_STENCIL_TEST);
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}
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}
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if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA)
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{
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cState.colorMaskR = sState.colorMaskR;
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cState.colorMaskG = sState.colorMaskG;
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cState.colorMaskB = sState.colorMaskB;
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cState.colorMaskA = sState.colorMaskA;
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GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
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}
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if( sState.depthMask!=cState.depthMask )
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{
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cState.depthMask = sState.depthMask;
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GLES31.glDepthMask(cState.depthMask==1);
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}
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if( sState.stencilMask!=cState.stencilMask )
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{
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cState.stencilMask = sState.stencilMask;
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GLES31.glStencilMask(cState.stencilMask);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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public static void useStencilMark()
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{
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sState.stencilMask = cState.stencilMask;
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if( cState.stencilTest!=1 )
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{
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cState.stencilTest = 1;
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GLES31.glEnable(GLES31.GL_STENCIL_TEST);
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}
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sState.stencilFuncFunc = cState.stencilFuncFunc;
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sState.stencilFuncRef = cState.stencilFuncRef;
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sState.stencilFuncMask = cState.stencilFuncMask;
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if( cState.stencilFuncFunc!=GLES31.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
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{
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cState.stencilFuncFunc = GLES31.GL_EQUAL;
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cState.stencilFuncRef = 1;
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cState.stencilFuncMask = STENCIL_MASK;
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GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
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}
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403
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sState.stencilMask = cState.stencilMask;
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405
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if( cState.stencilMask!= 0x00 )
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407
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{
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cState.stencilMask = 0x00;
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GLES31.glStencilMask(cState.stencilMask);
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}
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sState.depthMask = cState.depthMask;
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414
|
if( cState.depthMask!=0 )
|
415
|
{
|
416
|
cState.depthMask = 0;
|
417
|
GLES31.glDepthMask(false);
|
418
|
}
|
419
|
|
420
|
sState.depthTest = cState.depthTest;
|
421
|
|
422
|
if( cState.depthTest!=0 )
|
423
|
{
|
424
|
cState.depthTest = 0;
|
425
|
GLES31.glDisable(GLES31.GL_DEPTH_TEST);
|
426
|
}
|
427
|
}
|
428
|
|
429
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
430
|
/**
|
431
|
* Only for use by the library itself.
|
432
|
*
|
433
|
* @y.exclude
|
434
|
*/
|
435
|
public static void unuseStencilMark()
|
436
|
{
|
437
|
if( sState.stencilTest!=cState.stencilTest )
|
438
|
{
|
439
|
cState.stencilTest = sState.stencilTest;
|
440
|
|
441
|
if (cState.stencilTest == 0)
|
442
|
{
|
443
|
GLES31.glDisable(GLES31.GL_STENCIL_TEST);
|
444
|
}
|
445
|
else
|
446
|
{
|
447
|
GLES31.glEnable(GLES31.GL_STENCIL_TEST);
|
448
|
}
|
449
|
}
|
450
|
if( sState.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask )
|
451
|
{
|
452
|
cState.stencilFuncFunc = sState.stencilFuncFunc;
|
453
|
cState.stencilFuncRef = sState.stencilFuncRef ;
|
454
|
cState.stencilFuncMask = sState.stencilFuncMask;
|
455
|
GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
|
456
|
}
|
457
|
if( sState.stencilMask!=cState.stencilMask )
|
458
|
{
|
459
|
cState.stencilMask = sState.stencilMask;
|
460
|
GLES31.glStencilMask(cState.stencilMask);
|
461
|
}
|
462
|
if( sState.depthMask!=cState.depthMask )
|
463
|
{
|
464
|
cState.depthMask = sState.depthMask;
|
465
|
GLES31.glDepthMask(cState.depthMask==1);
|
466
|
}
|
467
|
if( sState.depthTest!=cState.depthTest )
|
468
|
{
|
469
|
cState.depthTest = sState.depthTest;
|
470
|
|
471
|
if (cState.depthTest == 0)
|
472
|
{
|
473
|
GLES31.glDisable(GLES31.GL_DEPTH_TEST);
|
474
|
}
|
475
|
else
|
476
|
{
|
477
|
GLES31.glEnable(GLES31.GL_DEPTH_TEST);
|
478
|
}
|
479
|
}
|
480
|
}
|
481
|
|
482
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
483
|
|
484
|
void apply()
|
485
|
{
|
486
|
//android.util.Log.e("State", "APPLYING STATE");
|
487
|
|
488
|
/////////////////////////////////////////////////////
|
489
|
// 1. Write to color buffer?
|
490
|
if( mState.colorMaskR!=cState.colorMaskR || mState.colorMaskG!=cState.colorMaskG || mState.colorMaskB!=cState.colorMaskB || mState.colorMaskA!=cState.colorMaskA)
|
491
|
{
|
492
|
//android.util.Log.d("State", "setting color mask");
|
493
|
cState.colorMaskR = mState.colorMaskR;
|
494
|
cState.colorMaskG = mState.colorMaskG;
|
495
|
cState.colorMaskB = mState.colorMaskB;
|
496
|
cState.colorMaskA = mState.colorMaskA;
|
497
|
GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
|
498
|
}
|
499
|
|
500
|
/////////////////////////////////////////////////////
|
501
|
// 2. Enable Depth test?
|
502
|
if( mState.depthTest!=cState.depthTest )
|
503
|
{
|
504
|
cState.depthTest = mState.depthTest;
|
505
|
|
506
|
if (cState.depthTest == 0)
|
507
|
{
|
508
|
//android.util.Log.d("State", "disabling depth test");
|
509
|
GLES31.glDisable(GLES31.GL_DEPTH_TEST);
|
510
|
}
|
511
|
else
|
512
|
{
|
513
|
//android.util.Log.d("State", "enable depth test");
|
514
|
GLES31.glEnable(GLES31.GL_DEPTH_TEST);
|
515
|
}
|
516
|
}
|
517
|
|
518
|
/////////////////////////////////////////////////////
|
519
|
// 3. Change Depth Function?
|
520
|
if( mState.depthFunc!=cState.depthFunc )
|
521
|
{
|
522
|
//android.util.Log.d("State", "setting depth func");
|
523
|
cState.depthFunc = mState.depthFunc;
|
524
|
GLES31.glDepthFunc(cState.depthFunc);
|
525
|
}
|
526
|
|
527
|
/////////////////////////////////////////////////////
|
528
|
// 4. Write to Depth buffer?
|
529
|
if( mState.depthMask!=cState.depthMask )
|
530
|
{
|
531
|
//android.util.Log.d("State", "setting depth mask");
|
532
|
cState.depthMask = mState.depthMask;
|
533
|
GLES31.glDepthMask(cState.depthMask==1);
|
534
|
}
|
535
|
|
536
|
/////////////////////////////////////////////////////
|
537
|
// 5. Enable Blending?
|
538
|
if( mState.blend!=cState.blend )
|
539
|
{
|
540
|
cState.blend = mState.blend;
|
541
|
|
542
|
if (cState.blend == 0)
|
543
|
{
|
544
|
//android.util.Log.d("State", "disabling blending");
|
545
|
GLES31.glDisable(GLES31.GL_BLEND);
|
546
|
}
|
547
|
else
|
548
|
{
|
549
|
//android.util.Log.d("State", "enabling blending");
|
550
|
GLES31.glEnable(GLES31.GL_BLEND);
|
551
|
}
|
552
|
}
|
553
|
|
554
|
/////////////////////////////////////////////////////
|
555
|
// 6. Change Blend function?
|
556
|
if( mState.blendSrc!=cState.blendSrc || mState.blendDst!=cState.blendDst )
|
557
|
{
|
558
|
//android.util.Log.d("State", "setting blend function");
|
559
|
cState.blendSrc = mState.blendSrc;
|
560
|
cState.blendDst = mState.blendDst;
|
561
|
GLES31.glBlendFunc(cState.blendSrc,cState.blendDst);
|
562
|
}
|
563
|
|
564
|
/////////////////////////////////////////////////////
|
565
|
// 7. Enable/Disable Stencil Test?
|
566
|
if( mState.stencilTest!=cState.stencilTest )
|
567
|
{
|
568
|
cState.stencilTest = mState.stencilTest;
|
569
|
|
570
|
if (cState.stencilTest == 0)
|
571
|
{
|
572
|
//android.util.Log.d("State", "disabling stencil test");
|
573
|
GLES31.glDisable(GLES31.GL_STENCIL_TEST);
|
574
|
}
|
575
|
else
|
576
|
{
|
577
|
//android.util.Log.d("State", "enabling stencil test");
|
578
|
GLES31.glEnable(GLES31.GL_STENCIL_TEST);
|
579
|
}
|
580
|
}
|
581
|
|
582
|
/////////////////////////////////////////////////////
|
583
|
// 8. Adjust Stencil function?
|
584
|
if( mState.stencilFuncFunc!=cState.stencilFuncFunc || mState.stencilFuncRef!=cState.stencilFuncRef || mState.stencilFuncMask!=cState.stencilFuncMask )
|
585
|
{
|
586
|
//android.util.Log.d("State", "setting stencil function");
|
587
|
cState.stencilFuncFunc = mState.stencilFuncFunc;
|
588
|
cState.stencilFuncRef = mState.stencilFuncRef ;
|
589
|
cState.stencilFuncMask = mState.stencilFuncMask;
|
590
|
GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
|
591
|
}
|
592
|
|
593
|
/////////////////////////////////////////////////////
|
594
|
// 9. Adjust Stencil operation?
|
595
|
if( mState.stencilOpSfail!=cState.stencilOpSfail || mState.stencilOpDpfail!=cState.stencilOpDpfail || mState.stencilOpDppass!=cState.stencilOpDppass )
|
596
|
{
|
597
|
//android.util.Log.d("State", "setting stencil op");
|
598
|
cState.stencilOpSfail = mState.stencilOpSfail;
|
599
|
cState.stencilOpDpfail= mState.stencilOpDpfail;
|
600
|
cState.stencilOpDppass= mState.stencilOpDppass;
|
601
|
GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
|
602
|
}
|
603
|
|
604
|
/////////////////////////////////////////////////////
|
605
|
// 10. Write to Stencil buffer?
|
606
|
if( mState.stencilMask!=cState.stencilMask )
|
607
|
{
|
608
|
//android.util.Log.d("State", "setting stencil mask");
|
609
|
cState.stencilMask = mState.stencilMask;
|
610
|
GLES31.glStencilMask(cState.stencilMask);
|
611
|
}
|
612
|
|
613
|
/////////////////////////////////////////////////////
|
614
|
// 11. Clear buffers?
|
615
|
if( mClear!=0 )
|
616
|
{
|
617
|
//android.util.Log.d("State", "clearing buffer");
|
618
|
GLES31.glClear(mClear);
|
619
|
}
|
620
|
}
|
621
|
|
622
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
623
|
|
624
|
void glColorMask(boolean r, boolean g, boolean b, boolean a)
|
625
|
{
|
626
|
mState.colorMaskR = (r ? 1:0);
|
627
|
mState.colorMaskG = (g ? 1:0);
|
628
|
mState.colorMaskB = (b ? 1:0);
|
629
|
mState.colorMaskA = (a ? 1:0);
|
630
|
}
|
631
|
|
632
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
633
|
|
634
|
void glDepthMask(boolean mask)
|
635
|
{
|
636
|
mState.depthMask = (mask ? 1:0);
|
637
|
}
|
638
|
|
639
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
640
|
|
641
|
void glStencilMask(int mask)
|
642
|
{
|
643
|
mState.stencilMask = mask;
|
644
|
}
|
645
|
|
646
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
647
|
|
648
|
void glEnable(int test)
|
649
|
{
|
650
|
if( test==GLES31.GL_DEPTH_TEST ) mState.depthTest = 1;
|
651
|
else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 1;
|
652
|
else if( test==GLES31.GL_BLEND ) mState.blend = 1;
|
653
|
}
|
654
|
|
655
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
656
|
|
657
|
void glDisable(int test)
|
658
|
{
|
659
|
if( test==GLES31.GL_DEPTH_TEST ) mState.depthTest = 0;
|
660
|
else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 0;
|
661
|
else if( test==GLES31.GL_BLEND ) mState.blend = 0;
|
662
|
}
|
663
|
|
664
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
665
|
|
666
|
void glStencilFunc(int func, int ref, int mask)
|
667
|
{
|
668
|
mState.stencilFuncFunc = func;
|
669
|
mState.stencilFuncRef = ref;
|
670
|
mState.stencilFuncMask = mask;
|
671
|
}
|
672
|
|
673
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
674
|
|
675
|
void glStencilOp(int sfail, int dpfail, int dppass)
|
676
|
{
|
677
|
mState.stencilOpSfail = sfail;
|
678
|
mState.stencilOpDpfail= dpfail;
|
679
|
mState.stencilOpDppass= dppass;
|
680
|
}
|
681
|
|
682
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
683
|
|
684
|
void glDepthFunc(int func)
|
685
|
{
|
686
|
mState.depthFunc = func;
|
687
|
}
|
688
|
|
689
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
690
|
|
691
|
void glBlendFunc(int src, int dst)
|
692
|
{
|
693
|
mState.blendSrc = src;
|
694
|
mState.blendDst = dst;
|
695
|
}
|
696
|
|
697
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
698
|
|
699
|
void glClear(int mask)
|
700
|
{
|
701
|
mClear = mask;
|
702
|
}
|
703
|
}
|