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library / src / main / java / org / distorted / library / main / DistortedRenderState.java @ 33f59f22

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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 enableDepthTest()
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    {
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    sState.depthTest = cState.depthTest;
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    if (cState.depthTest != 1)
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      {
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      cState.depthTest = 1;
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      GLES31.glEnable(GLES31.GL_DEPTH_TEST);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void restoreDepthTest()
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    {
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    if (sState.depthTest != cState.depthTest)
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      {
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      cState.depthTest = sState.depthTest;
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      if (cState.depthTest == 0)
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        {
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        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
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        }
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      else
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        {
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        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
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        }
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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 switchOffColorDepthStencil()
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    {
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    sState.stencilTest = cState.stencilTest;
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    if( cState.stencilTest!=0 )
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      {
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      cState.stencilTest = 0;
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      //android.util.Log.d("State", "stencil test off");
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      GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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      }
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    sState.depthTest = cState.depthTest;
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    if( cState.depthTest!=0 )
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      {
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      cState.depthTest = 0;
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      //android.util.Log.d("State", "depth test off");
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      GLES31.glDisable(GLES31.GL_DEPTH_TEST);
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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!=0 )
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      {
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      cState.depthMask = 0;
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      //android.util.Log.d("State", "switch off depth writing");
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      GLES31.glDepthMask(false);
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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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      //android.util.Log.d("State", "stencil mask off");
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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 switchColorDepthOnStencilOff()
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    {
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    sState.stencilTest = cState.stencilTest;
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    if( cState.stencilTest!=0 )
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      {
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      cState.stencilTest = 0;
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      //android.util.Log.d("State", "stencil test off");
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      GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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      }
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    sState.depthTest = cState.depthTest;
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    if( cState.depthTest!=0 )
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      {
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      cState.depthTest = 0;
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      //android.util.Log.d("State", "depth test off");
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      GLES31.glDisable(GLES31.GL_DEPTH_TEST);
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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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      //android.util.Log.d("State", "switch on color writing");
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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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      //android.util.Log.d("State", "switch on depth writing");
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      GLES31.glDepthMask(true);
334
      }
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    sState.stencilMask = cState.stencilMask;
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    if( cState.stencilMask!= 0x00 )
339
      {
340
      cState.stencilMask = 0x00;
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      //android.util.Log.d("State", "stencil mask off");
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      GLES31.glStencilMask(cState.stencilMask);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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348
  static void restoreColorDepthStencil()
349
    {
350
    if( sState.stencilTest!=cState.stencilTest )
351
      {
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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.depthTest!=cState.depthTest )
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      {
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      cState.depthTest = sState.depthTest;
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      if (cState.depthTest == 0)
368
        {
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        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
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        }
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      else
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        {
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        GLES31.glEnable(GLES31.GL_DEPTH_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);
388
      }
389
    if( sState.stencilMask!=cState.stencilMask )
390
      {
391
      cState.stencilMask = sState.stencilMask;
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      GLES31.glStencilMask(cState.stencilMask);
393
      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void disableStencil()
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    {
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    sState.stencilTest = cState.stencilTest;
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    if (cState.stencilTest != 0)
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      {
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      cState.stencilTest = 0;
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      GLES31.glDisable(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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      {
414
      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()
432
    {
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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
442
        {
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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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      {
448
      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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///////////////////////////////////////////////////////////////////////////////////////////////////
461
462
  static void setUpStencilMark()
463
    {
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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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486
    sState.stencilOpSfail = cState.stencilOpSfail;
487
    sState.stencilOpDpfail= cState.stencilOpDpfail;
488
    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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      }
498 20ee7cc9 Leszek Koltunski
499
    sState.colorMaskR = cState.colorMaskR;
500
    sState.colorMaskG = cState.colorMaskG;
501
    sState.colorMaskB = cState.colorMaskB;
502
    sState.colorMaskA = cState.colorMaskA;
503
504 5b959cc5 Leszek Koltunski
    if( cState.colorMaskR!=0 || cState.colorMaskG!=0 || cState.colorMaskB!=0 || cState.colorMaskA!=0 )
505 270c27bc Leszek Koltunski
      {
506 5b959cc5 Leszek Koltunski
      cState.colorMaskR = 0;
507
      cState.colorMaskG = 0;
508
      cState.colorMaskB = 0;
509
      cState.colorMaskA = 0;
510 b3120b1b leszek
      //android.util.Log.d("State", "switch off color writing");
511 e6519ac8 Leszek Koltunski
      GLES31.glColorMask(false,false,false,false);
512 270c27bc Leszek Koltunski
      }
513 20ee7cc9 Leszek Koltunski
514
    sState.depthMask = cState.depthMask;
515
516 1d6d261e Leszek Koltunski
    if( cState.depthMask!=1 )
517 270c27bc Leszek Koltunski
      {
518 1d6d261e Leszek Koltunski
      cState.depthMask = 1;
519
      //android.util.Log.d("State", "switch on depth writing");
520 e6519ac8 Leszek Koltunski
      GLES31.glDepthMask(true);
521 270c27bc Leszek Koltunski
      }
522 20ee7cc9 Leszek Koltunski
523
    sState.stencilMask = cState.stencilMask;
524
525 5b959cc5 Leszek Koltunski
    if( cState.stencilMask!= STENCIL_MASK )
526 270c27bc Leszek Koltunski
      {
527 5b959cc5 Leszek Koltunski
      cState.stencilMask = STENCIL_MASK;
528 b3120b1b leszek
      //android.util.Log.d("State", "stencil mask on");
529 e6519ac8 Leszek Koltunski
      GLES31.glStencilMask(cState.stencilMask);
530 270c27bc Leszek Koltunski
      }
531
    }
532
533 984dc935 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
534
535
  static void unsetUpStencilMark()
536
    {
537
    if( sState.stencilTest!=cState.stencilTest )
538
      {
539
      cState.stencilTest = sState.stencilTest;
540
541
      if (cState.stencilTest == 0)
542
        {
543 e6519ac8 Leszek Koltunski
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
544 984dc935 Leszek Koltunski
        }
545
      else
546
        {
547 e6519ac8 Leszek Koltunski
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
548 984dc935 Leszek Koltunski
        }
549
      }
550
    if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA)
551
      {
552
      cState.colorMaskR = sState.colorMaskR;
553
      cState.colorMaskG = sState.colorMaskG;
554
      cState.colorMaskB = sState.colorMaskB;
555
      cState.colorMaskA = sState.colorMaskA;
556 e6519ac8 Leszek Koltunski
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
557 984dc935 Leszek Koltunski
      }
558
    if( sState.depthMask!=cState.depthMask )
559
      {
560
      cState.depthMask = sState.depthMask;
561 e6519ac8 Leszek Koltunski
      GLES31.glDepthMask(cState.depthMask==1);
562 984dc935 Leszek Koltunski
      }
563
    if( sState.stencilMask!=cState.stencilMask )
564
      {
565
      cState.stencilMask = sState.stencilMask;
566 e6519ac8 Leszek Koltunski
      GLES31.glStencilMask(cState.stencilMask);
567 984dc935 Leszek Koltunski
      }
568
    }
569
570 270c27bc Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
571 7266d8ef Leszek Koltunski
/**
572
 * Only for use by the library itself.
573
 *
574
 * @y.exclude
575
 */
576
  public static void useStencilMark()
577 270c27bc Leszek Koltunski
    {
578 20ee7cc9 Leszek Koltunski
    sState.stencilMask = cState.stencilMask;
579
580 5b959cc5 Leszek Koltunski
    if( cState.stencilTest!=1 )
581 270c27bc Leszek Koltunski
      {
582 5b959cc5 Leszek Koltunski
      cState.stencilTest = 1;
583 e6519ac8 Leszek Koltunski
      GLES31.glEnable(GLES31.GL_STENCIL_TEST);
584 270c27bc Leszek Koltunski
      }
585 20ee7cc9 Leszek Koltunski
586
    sState.stencilFuncFunc = cState.stencilFuncFunc;
587
    sState.stencilFuncRef  = cState.stencilFuncRef;
588
    sState.stencilFuncMask = cState.stencilFuncMask;
589
590 e6519ac8 Leszek Koltunski
    if( cState.stencilFuncFunc!=GLES31.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
591 270c27bc Leszek Koltunski
      {
592 e6519ac8 Leszek Koltunski
      cState.stencilFuncFunc = GLES31.GL_EQUAL;
593 5b959cc5 Leszek Koltunski
      cState.stencilFuncRef  = 1;
594
      cState.stencilFuncMask = STENCIL_MASK;
595 e6519ac8 Leszek Koltunski
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
596 270c27bc Leszek Koltunski
      }
597 20ee7cc9 Leszek Koltunski
598
    sState.stencilMask = cState.stencilMask;
599
600 5b959cc5 Leszek Koltunski
    if( cState.stencilMask!= 0x00 )
601 270c27bc Leszek Koltunski
      {
602 5b959cc5 Leszek Koltunski
      cState.stencilMask = 0x00;
603 e6519ac8 Leszek Koltunski
      GLES31.glStencilMask(cState.stencilMask);
604 270c27bc Leszek Koltunski
      }
605 20ee7cc9 Leszek Koltunski
606
    sState.depthMask = cState.depthMask;
607
608
    if( cState.depthMask!=0 )
609 81f0078a Leszek Koltunski
      {
610
      cState.depthMask = 0;
611 e6519ac8 Leszek Koltunski
      GLES31.glDepthMask(false);
612 81f0078a Leszek Koltunski
      }
613 20ee7cc9 Leszek Koltunski
614
    sState.depthTest = cState.depthTest;
615
616 81f0078a Leszek Koltunski
    if( cState.depthTest!=0 )
617
      {
618
      cState.depthTest = 0;
619 e6519ac8 Leszek Koltunski
      GLES31.glDisable(GLES31.GL_DEPTH_TEST);
620 81f0078a Leszek Koltunski
      }
621 270c27bc Leszek Koltunski
    }
622
623
///////////////////////////////////////////////////////////////////////////////////////////////////
624 7266d8ef Leszek Koltunski
/**
625
 * Only for use by the library itself.
626
 *
627
 * @y.exclude
628
 */
629
  public static void unuseStencilMark()
630 270c27bc Leszek Koltunski
    {
631 5b959cc5 Leszek Koltunski
    if( sState.stencilTest!=cState.stencilTest )
632 270c27bc Leszek Koltunski
      {
633 5b959cc5 Leszek Koltunski
      cState.stencilTest = sState.stencilTest;
634 270c27bc Leszek Koltunski
635 5b959cc5 Leszek Koltunski
      if (cState.stencilTest == 0)
636 270c27bc Leszek Koltunski
        {
637 e6519ac8 Leszek Koltunski
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
638 270c27bc Leszek Koltunski
        }
639
      else
640
        {
641 e6519ac8 Leszek Koltunski
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
642 270c27bc Leszek Koltunski
        }
643
      }
644 5b959cc5 Leszek Koltunski
    if( sState.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask )
645 270c27bc Leszek Koltunski
      {
646 5b959cc5 Leszek Koltunski
      cState.stencilFuncFunc = sState.stencilFuncFunc;
647
      cState.stencilFuncRef  = sState.stencilFuncRef ;
648
      cState.stencilFuncMask = sState.stencilFuncMask;
649 e6519ac8 Leszek Koltunski
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
650 270c27bc Leszek Koltunski
      }
651 5b959cc5 Leszek Koltunski
    if( sState.stencilMask!=cState.stencilMask )
652 270c27bc Leszek Koltunski
      {
653 5b959cc5 Leszek Koltunski
      cState.stencilMask = sState.stencilMask;
654 e6519ac8 Leszek Koltunski
      GLES31.glStencilMask(cState.stencilMask);
655 270c27bc Leszek Koltunski
      }
656 81f0078a Leszek Koltunski
    if( sState.depthMask!=cState.depthMask )
657
      {
658
      cState.depthMask = sState.depthMask;
659 e6519ac8 Leszek Koltunski
      GLES31.glDepthMask(cState.depthMask==1);
660 81f0078a Leszek Koltunski
      }
661
    if( sState.depthTest!=cState.depthTest )
662
      {
663
      cState.depthTest = sState.depthTest;
664
665
      if (cState.depthTest == 0)
666
        {
667 e6519ac8 Leszek Koltunski
        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
668 81f0078a Leszek Koltunski
        }
669
      else
670
        {
671 e6519ac8 Leszek Koltunski
        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
672 81f0078a Leszek Koltunski
        }
673
      }
674 270c27bc Leszek Koltunski
    }
675
676 9dba4df1 leszek
///////////////////////////////////////////////////////////////////////////////////////////////////
677
678
  void apply()
679
    {
680 cc8151c4 leszek
    //android.util.Log.e("State", "APPLYING STATE");
681 d582c116 Leszek Koltunski
682 cc8151c4 leszek
    /////////////////////////////////////////////////////
683
    // 1. Write to color buffer?
684 5b959cc5 Leszek Koltunski
    if( mState.colorMaskR!=cState.colorMaskR || mState.colorMaskG!=cState.colorMaskG || mState.colorMaskB!=cState.colorMaskB || mState.colorMaskA!=cState.colorMaskA)
685 9dba4df1 leszek
      {
686 cc8151c4 leszek
      //android.util.Log.d("State", "setting color mask");
687 5b959cc5 Leszek Koltunski
      cState.colorMaskR = mState.colorMaskR;
688
      cState.colorMaskG = mState.colorMaskG;
689
      cState.colorMaskB = mState.colorMaskB;
690
      cState.colorMaskA = mState.colorMaskA;
691 e6519ac8 Leszek Koltunski
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
692 9dba4df1 leszek
      }
693
694 cc8151c4 leszek
    /////////////////////////////////////////////////////
695 d582c116 Leszek Koltunski
    // 2. Enable Depth test?
696 5b959cc5 Leszek Koltunski
    if( mState.depthTest!=cState.depthTest )
697 9dba4df1 leszek
      {
698 5b959cc5 Leszek Koltunski
      cState.depthTest = mState.depthTest;
699 d582c116 Leszek Koltunski
700 5b959cc5 Leszek Koltunski
      if (cState.depthTest == 0)
701 cc8151c4 leszek
        {
702
        //android.util.Log.d("State", "disabling depth test");
703 e6519ac8 Leszek Koltunski
        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
704 cc8151c4 leszek
        }
705 9dba4df1 leszek
      else
706
        {
707 cc8151c4 leszek
        //android.util.Log.d("State", "enable depth test");
708 e6519ac8 Leszek Koltunski
        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
709 9dba4df1 leszek
        }
710
      }
711
712 cc8151c4 leszek
    /////////////////////////////////////////////////////
713
    // 3. Change Depth Function?
714 5b959cc5 Leszek Koltunski
    if( mState.depthFunc!=cState.depthFunc )
715 cc8151c4 leszek
      {
716
      //android.util.Log.d("State", "setting depth func");
717 5b959cc5 Leszek Koltunski
      cState.depthFunc = mState.depthFunc;
718 e6519ac8 Leszek Koltunski
      GLES31.glDepthFunc(cState.depthFunc);
719 cc8151c4 leszek
      }
720 d582c116 Leszek Koltunski
721 cc8151c4 leszek
    /////////////////////////////////////////////////////
722
    // 4. Write to Depth buffer?
723 5b959cc5 Leszek Koltunski
    if( mState.depthMask!=cState.depthMask )
724 d582c116 Leszek Koltunski
      {
725 cc8151c4 leszek
      //android.util.Log.d("State", "setting depth mask");
726 5b959cc5 Leszek Koltunski
      cState.depthMask = mState.depthMask;
727 e6519ac8 Leszek Koltunski
      GLES31.glDepthMask(cState.depthMask==1);
728 d582c116 Leszek Koltunski
      }
729
730 cc8151c4 leszek
    /////////////////////////////////////////////////////
731
    // 5. Enable Blending?
732 5b959cc5 Leszek Koltunski
    if( mState.blend!=cState.blend )
733 c834348d leszek
      {
734 5b959cc5 Leszek Koltunski
      cState.blend = mState.blend;
735 d582c116 Leszek Koltunski
736 5b959cc5 Leszek Koltunski
      if (cState.blend == 0)
737 cc8151c4 leszek
        {
738
        //android.util.Log.d("State", "disabling blending");
739 e6519ac8 Leszek Koltunski
        GLES31.glDisable(GLES31.GL_BLEND);
740 cc8151c4 leszek
        }
741 c834348d leszek
      else
742
        {
743 cc8151c4 leszek
        //android.util.Log.d("State", "enabling blending");
744 e6519ac8 Leszek Koltunski
        GLES31.glEnable(GLES31.GL_BLEND);
745 c834348d leszek
        }
746
      }
747
748 cc8151c4 leszek
    /////////////////////////////////////////////////////
749
    // 6. Change Blend function?
750 5b959cc5 Leszek Koltunski
    if( mState.blendSrc!=cState.blendSrc || mState.blendDst!=cState.blendDst )
751 cc8151c4 leszek
      {
752
      //android.util.Log.d("State", "setting blend function");
753 5b959cc5 Leszek Koltunski
      cState.blendSrc = mState.blendSrc;
754
      cState.blendDst = mState.blendDst;
755 e6519ac8 Leszek Koltunski
      GLES31.glBlendFunc(cState.blendSrc,cState.blendDst);
756 cc8151c4 leszek
      }
757 d582c116 Leszek Koltunski
758 cc8151c4 leszek
    /////////////////////////////////////////////////////
759
    // 7. Enable/Disable Stencil Test?
760 5b959cc5 Leszek Koltunski
    if( mState.stencilTest!=cState.stencilTest )
761 9dba4df1 leszek
      {
762 5b959cc5 Leszek Koltunski
      cState.stencilTest = mState.stencilTest;
763 d582c116 Leszek Koltunski
764 5b959cc5 Leszek Koltunski
      if (cState.stencilTest == 0)
765 cc8151c4 leszek
        {
766
        //android.util.Log.d("State", "disabling stencil test");
767 e6519ac8 Leszek Koltunski
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
768 cc8151c4 leszek
        }
769 9dba4df1 leszek
      else
770
        {
771 cc8151c4 leszek
        //android.util.Log.d("State", "enabling stencil test");
772 e6519ac8 Leszek Koltunski
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
773 9dba4df1 leszek
        }
774
      }
775 d582c116 Leszek Koltunski
776 cc8151c4 leszek
    /////////////////////////////////////////////////////
777
    // 8. Adjust Stencil function?
778 5b959cc5 Leszek Koltunski
    if( mState.stencilFuncFunc!=cState.stencilFuncFunc || mState.stencilFuncRef!=cState.stencilFuncRef || mState.stencilFuncMask!=cState.stencilFuncMask )
779 cc8151c4 leszek
      {
780
      //android.util.Log.d("State", "setting stencil function");
781 5b959cc5 Leszek Koltunski
      cState.stencilFuncFunc = mState.stencilFuncFunc;
782
      cState.stencilFuncRef  = mState.stencilFuncRef ;
783
      cState.stencilFuncMask = mState.stencilFuncMask;
784 e6519ac8 Leszek Koltunski
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
785 cc8151c4 leszek
      }
786
787
    /////////////////////////////////////////////////////
788
    // 9. Adjust Stencil operation?
789 5b959cc5 Leszek Koltunski
    if( mState.stencilOpSfail!=cState.stencilOpSfail || mState.stencilOpDpfail!=cState.stencilOpDpfail || mState.stencilOpDppass!=cState.stencilOpDppass )
790 cc8151c4 leszek
      {
791
      //android.util.Log.d("State", "setting stencil op");
792 5b959cc5 Leszek Koltunski
      cState.stencilOpSfail = mState.stencilOpSfail;
793
      cState.stencilOpDpfail= mState.stencilOpDpfail;
794
      cState.stencilOpDppass= mState.stencilOpDppass;
795 e6519ac8 Leszek Koltunski
      GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
796 cc8151c4 leszek
      }
797 d582c116 Leszek Koltunski
798 cc8151c4 leszek
    /////////////////////////////////////////////////////
799
    // 10. Write to Stencil buffer?
800 5b959cc5 Leszek Koltunski
    if( mState.stencilMask!=cState.stencilMask )
801 d582c116 Leszek Koltunski
      {
802 cc8151c4 leszek
      //android.util.Log.d("State", "setting stencil mask");
803 5b959cc5 Leszek Koltunski
      cState.stencilMask = mState.stencilMask;
804 e6519ac8 Leszek Koltunski
      GLES31.glStencilMask(cState.stencilMask);
805 d582c116 Leszek Koltunski
      }
806 ad16ed3b Leszek Koltunski
807 cc8151c4 leszek
    /////////////////////////////////////////////////////
808
    // 11. Clear buffers?
809 ad16ed3b Leszek Koltunski
    if( mClear!=0 )
810
      {
811 cc8151c4 leszek
      //android.util.Log.d("State", "clearing buffer");
812 e6519ac8 Leszek Koltunski
      GLES31.glClear(mClear);
813 ad16ed3b Leszek Koltunski
      }
814 9dba4df1 leszek
    }
815
816
///////////////////////////////////////////////////////////////////////////////////////////////////
817
818
  void glColorMask(boolean r, boolean g, boolean b, boolean a)
819
    {
820 5b959cc5 Leszek Koltunski
    mState.colorMaskR = (r ? 1:0);
821
    mState.colorMaskG = (g ? 1:0);
822
    mState.colorMaskB = (b ? 1:0);
823
    mState.colorMaskA = (a ? 1:0);
824 9dba4df1 leszek
    }
825
826
///////////////////////////////////////////////////////////////////////////////////////////////////
827
828
  void glDepthMask(boolean mask)
829
    {
830 5b959cc5 Leszek Koltunski
    mState.depthMask = (mask ? 1:0);
831 9dba4df1 leszek
    }
832
833
///////////////////////////////////////////////////////////////////////////////////////////////////
834
835
  void glStencilMask(int mask)
836
    {
837 5b959cc5 Leszek Koltunski
    mState.stencilMask = mask;
838 9dba4df1 leszek
    }
839
840
///////////////////////////////////////////////////////////////////////////////////////////////////
841
842
  void glEnable(int test)
843
    {
844 e6519ac8 Leszek Koltunski
         if( test==GLES31.GL_DEPTH_TEST   ) mState.depthTest   = 1;
845
    else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 1;
846
    else if( test==GLES31.GL_BLEND        ) mState.blend       = 1;
847 9dba4df1 leszek
    }
848
849
///////////////////////////////////////////////////////////////////////////////////////////////////
850
851
  void glDisable(int test)
852
    {
853 e6519ac8 Leszek Koltunski
         if( test==GLES31.GL_DEPTH_TEST   ) mState.depthTest   = 0;
854
    else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 0;
855
    else if( test==GLES31.GL_BLEND        ) mState.blend       = 0;
856 9dba4df1 leszek
    }
857
858
///////////////////////////////////////////////////////////////////////////////////////////////////
859
860
  void glStencilFunc(int func, int ref, int mask)
861
    {
862 5b959cc5 Leszek Koltunski
    mState.stencilFuncFunc = func;
863
    mState.stencilFuncRef  = ref;
864
    mState.stencilFuncMask = mask;
865 9dba4df1 leszek
    }
866
867
///////////////////////////////////////////////////////////////////////////////////////////////////
868
869
  void glStencilOp(int sfail, int dpfail, int dppass)
870
    {
871 5b959cc5 Leszek Koltunski
    mState.stencilOpSfail = sfail;
872
    mState.stencilOpDpfail= dpfail;
873
    mState.stencilOpDppass= dppass;
874 9dba4df1 leszek
    }
875
876
///////////////////////////////////////////////////////////////////////////////////////////////////
877
878
  void glDepthFunc(int func)
879
    {
880 5b959cc5 Leszek Koltunski
    mState.depthFunc = func;
881 9dba4df1 leszek
    }
882 c834348d leszek
883
///////////////////////////////////////////////////////////////////////////////////////////////////
884
885
  void glBlendFunc(int src, int dst)
886
    {
887 5b959cc5 Leszek Koltunski
    mState.blendSrc = src;
888
    mState.blendDst = dst;
889 c834348d leszek
    }
890
891 ad16ed3b Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
892
893
  void glClear(int mask)
894
    {
895
    mClear = mask;
896
    }
897 9dba4df1 leszek
}