| 54 |
54 |
private DistortedTexture mCubeTex, mFloorTex;
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| 55 |
55 |
private DistortedEffects mCube1Effects, mCube2Effects, mFloorEffects;
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| 56 |
56 |
private MeshObject mCubeMesh, mFloorMesh;
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| 57 |
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private DistortedNode mCube1Node, mCube2Node, mFloorNode;
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| 58 |
57 |
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| 59 |
58 |
///////////////////////////////////////////////////////////////////////////////////////////////////
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| 60 |
59 |
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| ... | ... | |
| 74 |
73 |
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| 75 |
74 |
mCube2Effects.brightness(new Static1D(0.5f));
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| 76 |
75 |
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| 77 |
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mCube1Node = new DistortedNode(mCubeTex ,mCube1Effects,mCubeMesh );
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| 78 |
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mCube2Node = new DistortedNode(mCubeTex ,mCube2Effects,mCubeMesh );
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| 79 |
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mFloorNode = new DistortedNode(mFloorTex,mFloorEffects,mFloorMesh);
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76 |
DistortedNode cube1Node = new DistortedNode(mCubeTex ,mCube1Effects,mCubeMesh );
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|
77 |
DistortedNode cube2Node = new DistortedNode(mCubeTex ,mCube2Effects,mCubeMesh );
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|
78 |
DistortedNode floorNode = new DistortedNode(mFloorTex,mFloorEffects,mFloorMesh);
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| 80 |
79 |
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| 81 |
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mFloorNode.glEnable(GLES30.GL_STENCIL_TEST); // Enable Stencil when rendering this Node
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| 82 |
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mFloorNode.glStencilFunc(GLES30.GL_ALWAYS, 1, 0xFF); // Set any stencil to 1
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| 83 |
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mFloorNode.glStencilOp(GLES30.GL_KEEP, GLES30.GL_KEEP, GLES30.GL_REPLACE); // replace with 1 when we fail Depth test
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| 84 |
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mFloorNode.glStencilMask(0xFF); // Write to stencil buffer
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| 85 |
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mFloorNode.glDepthMask(false); // Don't write to depth buffer
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| 86 |
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mFloorNode.glClear(GLES30.GL_STENCIL_BUFFER_BIT); // Clear stencil buffer (0 by default)
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80 |
floorNode.glEnable(GLES30.GL_STENCIL_TEST); // Enable Stencil when rendering this Node
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81 |
floorNode.glStencilFunc(GLES30.GL_ALWAYS, 1, 0xFF); // Set any stencil to 1
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82 |
floorNode.glStencilOp(GLES30.GL_KEEP, GLES30.GL_KEEP, GLES30.GL_REPLACE); // replace with 1 when we fail Depth test
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|
83 |
floorNode.glStencilMask(0xFF); // Write to stencil buffer
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|
84 |
floorNode.glDepthMask(false); // Don't write to depth buffer
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|
85 |
floorNode.glClear(GLES30.GL_STENCIL_BUFFER_BIT); // Clear stencil buffer (0 by default)
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| 87 |
86 |
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| 88 |
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mCube2Node.glEnable(GLES30.GL_STENCIL_TEST); // Enable Stencil when rendering this Node
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| 89 |
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mCube2Node.glStencilFunc(GLES30.GL_EQUAL, 1, 0xFF); // Pass test if stencil value is 1
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| 90 |
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mCube2Node.glStencilMask(0x00); // Don't write anything to stencil buffer
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| 91 |
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mCube2Node.glDepthMask(true); // Write to depth buffer
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|
87 |
cube2Node.glEnable(GLES30.GL_STENCIL_TEST); // Enable Stencil when rendering this Node
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|
88 |
cube2Node.glStencilFunc(GLES30.GL_EQUAL, 1, 0xFF); // Pass test if stencil value is 1
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|
89 |
cube2Node.glStencilMask(0x00); // Don't write anything to stencil buffer
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|
90 |
cube2Node.glDepthMask(true); // Write to depth buffer
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| 92 |
91 |
|
| 93 |
92 |
mScreen = new DistortedScreen();
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| 94 |
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mScreen.attach(mCube1Node);
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| 95 |
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mScreen.attach(mFloorNode);
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| 96 |
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mScreen.attach(mCube2Node);
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|
93 |
mScreen.attach(cube1Node);
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|
94 |
mScreen.attach(floorNode);
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|
95 |
mScreen.attach(cube2Node);
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| 97 |
96 |
mScreen.glClearColor(1.0f,1.0f,1.0f,1.0f);
|
| 98 |
97 |
}
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| 99 |
98 |
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1. Correct some bugs in DistortedRenderState
2. Thus make the Stencil App work
3. New icon for it