Revision 20ee7cc9
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/main/DistortedRenderState.java | ||
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121 | 121 |
|
122 | 122 |
static void colorDepthStencilOn() |
123 | 123 |
{ |
124 |
sState.colorMaskR = cState.colorMaskR; |
|
125 |
sState.colorMaskG = cState.colorMaskG; |
|
126 |
sState.colorMaskB = cState.colorMaskB; |
|
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sState.colorMaskA = cState.colorMaskA; |
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128 |
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|
124 | 129 |
if( cState.colorMaskR!=1 || cState.colorMaskG!=1 || cState.colorMaskB!=1 || cState.colorMaskA!=1 ) |
125 | 130 |
{ |
126 |
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; |
|
130 | 131 |
cState.colorMaskR = 1; |
131 | 132 |
cState.colorMaskG = 1; |
132 | 133 |
cState.colorMaskB = 1; |
133 | 134 |
cState.colorMaskA = 1; |
134 | 135 |
GLES30.glColorMask(true,true,true,true); |
135 | 136 |
} |
137 |
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sState.depthMask = cState.depthMask; |
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139 |
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136 | 140 |
if( cState.depthMask!=1 ) |
137 | 141 |
{ |
138 |
sState.depthMask = cState.depthMask; |
|
139 | 142 |
cState.depthMask = 1; |
140 | 143 |
GLES30.glDepthMask(true); |
141 | 144 |
} |
145 |
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146 |
sState.stencilMask = cState.stencilMask; |
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147 |
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142 | 148 |
if( cState.stencilMask!= STENCIL_MASK ) |
143 | 149 |
{ |
144 |
sState.stencilMask = cState.stencilMask; |
|
145 | 150 |
cState.stencilMask = STENCIL_MASK; |
146 | 151 |
GLES30.glStencilMask(cState.stencilMask); |
147 | 152 |
} |
148 | 153 |
} |
149 | 154 |
|
155 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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156 |
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157 |
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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GLES30.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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GLES30.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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GLES30.glStencilMask(cState.stencilMask); |
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} |
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177 |
} |
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178 |
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150 | 179 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
151 | 180 |
|
152 | 181 |
static void switchOffDrawing() |
... | ... | |
166 | 195 |
|
167 | 196 |
static void setUpStencilMark() |
168 | 197 |
{ |
198 |
sState.stencilTest = cState.stencilTest; |
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199 |
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169 | 200 |
if( cState.stencilTest!=1 ) |
170 | 201 |
{ |
171 |
sState.stencilTest = cState.stencilTest; |
|
172 | 202 |
cState.stencilTest = 1; |
173 | 203 |
//android.util.Log.d("State", "stencil test on"); |
174 | 204 |
GLES30.glEnable(GLES30.GL_STENCIL_TEST); |
175 | 205 |
} |
206 |
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207 |
sState.stencilFuncFunc = cState.stencilFuncFunc; |
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208 |
sState.stencilFuncRef = cState.stencilFuncRef; |
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sState.stencilFuncMask = cState.stencilFuncMask; |
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210 |
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176 | 211 |
if( cState.stencilFuncFunc!=GLES30.GL_ALWAYS || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK ) |
177 | 212 |
{ |
178 |
sState.stencilFuncFunc = cState.stencilFuncFunc; |
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sState.stencilFuncRef = cState.stencilFuncRef; |
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sState.stencilFuncMask = cState.stencilFuncMask; |
|
181 | 213 |
cState.stencilFuncFunc = GLES30.GL_ALWAYS; |
182 | 214 |
cState.stencilFuncRef = 1; |
183 | 215 |
cState.stencilFuncMask = STENCIL_MASK; |
184 | 216 |
//android.util.Log.d("State", "stencil func on"); |
185 | 217 |
GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask); |
186 | 218 |
} |
219 |
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220 |
sState.stencilOpSfail = cState.stencilOpSfail; |
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221 |
sState.stencilOpDpfail= cState.stencilOpDpfail; |
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222 |
sState.stencilOpDppass= cState.stencilOpDppass; |
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223 |
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187 | 224 |
if( cState.stencilOpSfail!=GLES30.GL_KEEP || cState.stencilOpDpfail!=GLES30.GL_KEEP || cState.stencilOpDppass!=GLES30.GL_REPLACE ) |
188 | 225 |
{ |
189 |
sState.stencilOpSfail = cState.stencilOpSfail; |
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190 |
sState.stencilOpDpfail= cState.stencilOpDpfail; |
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191 |
sState.stencilOpDppass= cState.stencilOpDppass; |
|
192 | 226 |
cState.stencilOpSfail = GLES30.GL_KEEP; |
193 | 227 |
cState.stencilOpDpfail= GLES30.GL_KEEP; |
194 | 228 |
cState.stencilOpDppass= GLES30.GL_REPLACE; |
195 | 229 |
//android.util.Log.d("State", "stencil op on"); |
196 | 230 |
GLES30.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass); |
197 | 231 |
} |
232 |
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233 |
sState.colorMaskR = cState.colorMaskR; |
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234 |
sState.colorMaskG = cState.colorMaskG; |
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235 |
sState.colorMaskB = cState.colorMaskB; |
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sState.colorMaskA = cState.colorMaskA; |
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237 |
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198 | 238 |
if( cState.colorMaskR!=0 || cState.colorMaskG!=0 || cState.colorMaskB!=0 || cState.colorMaskA!=0 ) |
199 | 239 |
{ |
200 |
sState.colorMaskR = cState.colorMaskR; |
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201 |
sState.colorMaskG = cState.colorMaskG; |
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202 |
sState.colorMaskB = cState.colorMaskB; |
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203 |
sState.colorMaskA = cState.colorMaskA; |
|
204 | 240 |
cState.colorMaskR = 0; |
205 | 241 |
cState.colorMaskG = 0; |
206 | 242 |
cState.colorMaskB = 0; |
... | ... | |
208 | 244 |
//android.util.Log.d("State", "switch off color writing"); |
209 | 245 |
GLES30.glColorMask(false,false,false,false); |
210 | 246 |
} |
247 |
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248 |
sState.depthMask = cState.depthMask; |
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249 |
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211 | 250 |
if( cState.depthMask!=1 ) |
212 | 251 |
{ |
213 |
sState.depthMask = cState.depthMask; |
|
214 | 252 |
cState.depthMask = 1; |
215 | 253 |
//android.util.Log.d("State", "switch on depth writing"); |
216 | 254 |
GLES30.glDepthMask(true); |
217 | 255 |
} |
256 |
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257 |
sState.stencilMask = cState.stencilMask; |
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258 |
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218 | 259 |
if( cState.stencilMask!= STENCIL_MASK ) |
219 | 260 |
{ |
220 |
sState.stencilMask = cState.stencilMask; |
|
221 | 261 |
cState.stencilMask = STENCIL_MASK; |
222 | 262 |
//android.util.Log.d("State", "stencil mask on"); |
223 | 263 |
GLES30.glStencilMask(cState.stencilMask); |
... | ... | |
269 | 309 |
*/ |
270 | 310 |
public static void useStencilMark() |
271 | 311 |
{ |
312 |
sState.stencilMask = cState.stencilMask; |
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313 |
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|
272 | 314 |
if( cState.stencilTest!=1 ) |
273 | 315 |
{ |
274 |
sState.stencilTest = cState.stencilTest; |
|
275 | 316 |
cState.stencilTest = 1; |
276 | 317 |
GLES30.glEnable(GLES30.GL_STENCIL_TEST); |
277 | 318 |
} |
319 |
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320 |
sState.stencilFuncFunc = cState.stencilFuncFunc; |
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321 |
sState.stencilFuncRef = cState.stencilFuncRef; |
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322 |
sState.stencilFuncMask = cState.stencilFuncMask; |
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323 |
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278 | 324 |
if( cState.stencilFuncFunc!=GLES30.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK ) |
279 | 325 |
{ |
280 |
sState.stencilFuncFunc = cState.stencilFuncFunc; |
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281 |
sState.stencilFuncRef = cState.stencilFuncRef; |
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sState.stencilFuncMask = cState.stencilFuncMask; |
|
283 | 326 |
cState.stencilFuncFunc = GLES30.GL_EQUAL; |
284 | 327 |
cState.stencilFuncRef = 1; |
285 | 328 |
cState.stencilFuncMask = STENCIL_MASK; |
286 | 329 |
GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask); |
287 | 330 |
} |
331 |
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332 |
sState.stencilMask = cState.stencilMask; |
|
333 |
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288 | 334 |
if( cState.stencilMask!= 0x00 ) |
289 | 335 |
{ |
290 |
sState.stencilMask = cState.stencilMask; |
|
291 | 336 |
cState.stencilMask = 0x00; |
292 | 337 |
GLES30.glStencilMask(cState.stencilMask); |
293 | 338 |
} |
294 |
if( cState.depthMask!=0 ) |
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339 |
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340 |
sState.depthMask = cState.depthMask; |
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341 |
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342 |
if( cState.depthMask!=0 ) |
|
295 | 343 |
{ |
296 |
sState.depthMask = cState.depthMask; |
|
297 | 344 |
cState.depthMask = 0; |
298 | 345 |
GLES30.glDepthMask(false); |
299 | 346 |
} |
347 |
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348 |
sState.depthTest = cState.depthTest; |
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349 |
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|
300 | 350 |
if( cState.depthTest!=0 ) |
301 | 351 |
{ |
302 |
sState.depthTest = cState.depthTest; |
|
303 | 352 |
cState.depthTest = 0; |
304 | 353 |
GLES30.glDisable(GLES30.GL_DEPTH_TEST); |
305 | 354 |
} |
Also available in: Unified diff
Bugfix in RenderState