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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;
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import android.opengl.GLES30;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Remember the OpenGL state.
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*/
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class DistortedRenderState
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{
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private static int sColorMaskR, sColorMaskG, sColorMaskB, sColorMaskA;
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private static int sDepthMask;
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private static int sStencilMask;
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private static int sDepthTest;
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private static int sStencilTest;
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private static int sStencilFuncFunc, sStencilFuncRef, sStencilFuncMask;
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private static int sStencilOpSfail, sStencilOpDpfail, sStencilOpDppass;
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private static int sDepthFunc;
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private static int sBlend;
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private static int sBlendSrc, sBlendDst;
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private int mColorMaskR, mColorMaskG, mColorMaskB, mColorMaskA;
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private int mDepthMask;
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private int mStencilMask;
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private int mDepthTest;
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private int mStencilTest;
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private int mStencilFuncFunc, mStencilFuncRef, mStencilFuncMask;
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private int mStencilOpSfail, mStencilOpDpfail, mStencilOpDppass;
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private int mDepthFunc;
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private int mBlend;
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private int mBlendSrc, mBlendDst;
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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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mColorMaskR = 1;
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mColorMaskG = 1;
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mColorMaskB = 1;
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mColorMaskA = 1;
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mDepthTest = 1;
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mDepthMask = 1;
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mDepthFunc = GLES30.GL_LEQUAL;
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mBlend = 1;
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mBlendSrc = GLES30.GL_SRC_ALPHA;
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mBlendDst = GLES30.GL_ONE_MINUS_SRC_ALPHA;
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mStencilTest = 0;
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mStencilMask = 0x11111111;
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mStencilFuncFunc = GLES30.GL_NEVER;
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mStencilFuncRef = 0;
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mStencilFuncMask = 0x11111111;
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mStencilOpSfail = GLES30.GL_KEEP;
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mStencilOpDpfail = GLES30.GL_KEEP;
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mStencilOpDppass = GLES30.GL_KEEP;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// reset state of everything to 'unknown'
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static void reset()
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{
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sColorMaskR = -1;
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sColorMaskG = -1;
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sColorMaskB = -1;
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sColorMaskA = -1;
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sDepthTest = -1;
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sDepthMask = -1;
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sDepthFunc = -1;
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sBlend = -1;
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sBlendSrc = -1;
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sBlendDst = -1;
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sStencilTest = -1;
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sStencilMask = -1;
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sStencilFuncFunc = -1;
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sStencilFuncRef = -1;
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sStencilFuncMask = -1;
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sStencilOpSfail = -1;
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sStencilOpDpfail = -1;
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sStencilOpDppass = -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void apply()
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{
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// 1. Write to color buffer?
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if( mColorMaskR!=sColorMaskR || mColorMaskG!=sColorMaskG || mColorMaskB!=sColorMaskB || mColorMaskA!=sColorMaskA)
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{
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sColorMaskR = mColorMaskR;
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sColorMaskG = mColorMaskG;
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sColorMaskB = mColorMaskB;
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sColorMaskA = mColorMaskA;
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GLES30.glColorMask(sColorMaskR==1,sColorMaskG==1,sColorMaskB==1,sColorMaskA==1);
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}
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// 2. Enable Depth test?
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if( mDepthTest!=sDepthTest )
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{
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sDepthTest = mDepthTest;
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if( sDepthTest==0 ) GLES30.glDisable(GLES30.GL_DEPTH_TEST);
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else
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{
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GLES30.glEnable (GLES30.GL_DEPTH_TEST);
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if( mDepthFunc!=sDepthFunc )
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{
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sDepthFunc = mDepthFunc;
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GLES30.glDepthFunc(sDepthFunc);
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}
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}
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}
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// 3. Write to Depth buffer?
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if( mDepthMask!=sDepthMask )
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{
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sDepthMask = mDepthMask;
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GLES30.glDepthMask(sDepthMask==1);
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}
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// 4. Enable Blending?
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if( mBlend!=sBlend )
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{
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sBlend = mBlend;
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if( sBlend==0 ) GLES30.glDisable(GLES30.GL_BLEND);
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else
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{
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GLES30.glEnable(GLES30.GL_BLEND);
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if( mBlendSrc!=sBlendSrc || mBlendDst!=sBlendDst )
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{
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sBlendSrc = mBlendSrc;
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sBlendDst = mBlendDst;
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GLES30.glBlendFunc(sBlendSrc,sBlendDst);
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}
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}
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}
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// 5. Enable Stencil Test?
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if( mStencilTest!=sStencilTest )
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{
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sStencilTest = mStencilTest;
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if( sStencilTest==0 ) GLES30.glDisable(GLES30.GL_STENCIL_TEST);
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else
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{
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GLES30.glEnable(GLES30.GL_STENCIL_TEST);
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if( mStencilFuncFunc!=sStencilFuncFunc || mStencilFuncRef!=sStencilFuncRef || mStencilFuncMask!=sStencilFuncMask )
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{
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sStencilFuncFunc = mStencilFuncFunc;
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sStencilFuncRef = mStencilFuncRef ;
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sStencilFuncMask = mStencilFuncMask;
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GLES30.glStencilFunc(sStencilFuncFunc,sStencilFuncRef,sStencilFuncMask);
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}
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if( mStencilOpSfail!=sStencilOpSfail || mStencilOpDpfail!=sStencilOpDpfail || mStencilOpDppass!=sStencilOpDppass )
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{
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sStencilOpSfail = mStencilOpSfail;
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sStencilOpDpfail= mStencilOpDpfail;
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sStencilOpDppass= mStencilOpDppass;
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GLES30.glStencilOp(sStencilOpSfail,sStencilOpDpfail,sStencilOpDppass);
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}
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}
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}
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// 6. Write to Stencil buffer?
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if( mStencilMask!=sStencilMask )
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{
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sStencilMask = mStencilMask;
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GLES30.glStencilMask(sStencilMask);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void glColorMask(boolean r, boolean g, boolean b, boolean a)
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{
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mColorMaskR = (r ? 1:0);
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mColorMaskG = (g ? 1:0);
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mColorMaskB = (b ? 1:0);
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mColorMaskA = (a ? 1:0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void glDepthMask(boolean mask)
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{
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mDepthMask = (mask ? 1:0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void glStencilMask(int mask)
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{
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mStencilMask = mask;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void glEnable(int test)
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{
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if( test==GLES30.GL_DEPTH_TEST ) mDepthTest = 1;
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else if( test==GLES30.GL_STENCIL_TEST ) mStencilTest = 1;
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else if( test==GLES30.GL_BLEND ) mBlend = 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void glDisable(int test)
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{
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if( test==GLES30.GL_DEPTH_TEST ) mDepthTest = 0;
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else if( test==GLES30.GL_STENCIL_TEST ) mStencilTest = 0;
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else if( test==GLES30.GL_BLEND ) mBlend = 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void glStencilFunc(int func, int ref, int mask)
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{
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mStencilFuncFunc = func;
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mStencilFuncRef = ref;
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mStencilFuncMask = mask;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void glStencilOp(int sfail, int dpfail, int dppass)
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{
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mStencilOpSfail = sfail;
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mStencilOpDpfail= dpfail;
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mStencilOpDppass= dppass;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void glDepthFunc(int func)
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{
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mDepthFunc = func;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void glBlendFunc(int src, int dst)
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{
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mBlendSrc = src;
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mBlendDst = dst;
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}
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}
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