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library / src / main / java / org / distorted / library / DistortedRenderState.java @ 984dc935

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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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 * <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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 */
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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  = GLES30.GL_LEQUAL;
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    mState.blend      = 1;
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    mState.blendSrc   = GLES30.GL_SRC_ALPHA;
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    mState.blendDst   = GLES30.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 = GLES30.GL_NEVER;
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    mState.stencilFuncRef  = 0;
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    mState.stencilFuncMask = STENCIL_MASK;
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    mState.stencilOpSfail  = GLES30.GL_KEEP;
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    mState.stencilOpDpfail = GLES30.GL_KEEP;
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    mState.stencilOpDppass = GLES30.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 'unknown'
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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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    cState.depthTest  = -1;
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    cState.depthMask  = -1;
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    cState.depthFunc  = -1;
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    cState.blend      = -1;
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    cState.blendSrc   = -1;
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    cState.blendDst   = -1;
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    cState.stencilTest     = -1;
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    cState.stencilMask     = -1;
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    cState.stencilFuncFunc = -1;
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    cState.stencilFuncRef  = -1;
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    cState.stencilFuncMask = -1;
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    cState.stencilOpSfail  = -1;
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    cState.stencilOpDpfail = -1;
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    cState.stencilOpDppass = -1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void colorDepthStencilOn()
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    {
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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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      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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      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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      GLES30.glColorMask(true,true,true,true);
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      }
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    if( cState.depthMask!=1 )
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      {
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      sState.depthMask = cState.depthMask;
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      cState.depthMask = 1;
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      GLES30.glDepthMask(true);
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      }
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    if( cState.stencilMask!= STENCIL_MASK )
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      {
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      sState.stencilMask = cState.stencilMask;
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      cState.stencilMask = STENCIL_MASK;
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      GLES30.glStencilMask(cState.stencilMask);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void switchOffDrawing()
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    {
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    GLES30.glEnable(GLES30.GL_SCISSOR_TEST);
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    GLES30.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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    GLES30.glDisable(GLES30.GL_SCISSOR_TEST);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void setUpStencilMark()
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    {
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    if( cState.stencilTest!=1 )
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      {
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      sState.stencilTest = cState.stencilTest;
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      cState.stencilTest = 1;
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      //android.util.Log.d("State", "stencil test on");
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      GLES30.glEnable(GLES30.GL_STENCIL_TEST);
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      }
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    if( cState.stencilFuncFunc!=GLES30.GL_ALWAYS || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
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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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      cState.stencilFuncFunc = GLES30.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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      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
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      }
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    if( cState.stencilOpSfail!=GLES30.GL_KEEP || cState.stencilOpDpfail!=GLES30.GL_KEEP || cState.stencilOpDppass!=GLES30.GL_REPLACE )
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      {
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      sState.stencilOpSfail = cState.stencilOpSfail;
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      sState.stencilOpDpfail= cState.stencilOpDpfail;
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      sState.stencilOpDppass= cState.stencilOpDppass;
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      cState.stencilOpSfail = GLES30.GL_KEEP;
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      cState.stencilOpDpfail= GLES30.GL_KEEP;
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      cState.stencilOpDppass= GLES30.GL_REPLACE;
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      //android.util.Log.d("State", "stencil op on");
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      GLES30.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
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      }
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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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      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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      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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      GLES30.glColorMask(false,false,false,false);
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      }
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    if( cState.depthMask!=0 )
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      {
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      sState.depthMask = cState.depthMask;
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      cState.depthMask = 0;
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      //android.util.Log.d("State", "switch off depth writing");
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      GLES30.glDepthMask(false);
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      }
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    if( cState.stencilMask!= STENCIL_MASK )
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      {
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      sState.stencilMask = cState.stencilMask;
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      cState.stencilMask = STENCIL_MASK;
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      //android.util.Log.d("State", "stencil mask on");
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      GLES30.glStencilMask(cState.stencilMask);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void unsetUpStencilMark()
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    {
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    if( sState.stencilTest!=cState.stencilTest )
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      {
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      cState.stencilTest = sState.stencilTest;
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231
      if (cState.stencilTest == 0)
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        {
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        GLES30.glDisable(GLES30.GL_STENCIL_TEST);
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        }
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      else
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        {
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        GLES30.glEnable(GLES30.GL_STENCIL_TEST);
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        }
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      }
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    if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA)
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      {
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      cState.colorMaskR = sState.colorMaskR;
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      cState.colorMaskG = sState.colorMaskG;
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      cState.colorMaskB = sState.colorMaskB;
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      cState.colorMaskA = sState.colorMaskA;
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      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 )
249
      {
250
      cState.depthMask = sState.depthMask;
251
      GLES30.glDepthMask(cState.depthMask==1);
252
      }
253
    if( sState.stencilMask!=cState.stencilMask )
254
      {
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      cState.stencilMask = sState.stencilMask;
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      GLES30.glStencilMask(cState.stencilMask);
257
      }
258
    }
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260
///////////////////////////////////////////////////////////////////////////////////////////////////
261

    
262
  static void useStencilMark()
263
    {
264
    if( cState.stencilTest!=1 )
265
      {
266
      sState.stencilTest = cState.stencilTest;
267
      cState.stencilTest = 1;
268
      GLES30.glEnable(GLES30.GL_STENCIL_TEST);
269
      }
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    if( cState.stencilFuncFunc!=GLES30.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
271
      {
272
      sState.stencilFuncFunc = cState.stencilFuncFunc;
273
      sState.stencilFuncRef  = cState.stencilFuncRef;
274
      sState.stencilFuncMask = cState.stencilFuncMask;
275
      cState.stencilFuncFunc = GLES30.GL_EQUAL;
276
      cState.stencilFuncRef  = 1;
277
      cState.stencilFuncMask = STENCIL_MASK;
278
      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
279
      }
280

    
281
    // TODO: Debatable
282
    if( cState.stencilMask!= 0x00 )
283
      {
284
      sState.stencilMask = cState.stencilMask;
285
      cState.stencilMask = 0x00;
286
      GLES30.glStencilMask(cState.stencilMask);
287
      }
288
    }
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290
///////////////////////////////////////////////////////////////////////////////////////////////////
291

    
292
  static void unuseStencilMark()
293
    {
294
    if( sState.stencilTest!=cState.stencilTest )
295
      {
296
      cState.stencilTest = sState.stencilTest;
297

    
298
      if (cState.stencilTest == 0)
299
        {
300
        GLES30.glDisable(GLES30.GL_STENCIL_TEST);
301
        }
302
      else
303
        {
304
        GLES30.glEnable(GLES30.GL_STENCIL_TEST);
305
        }
306
      }
307

    
308
    if( sState.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask )
309
      {
310
      cState.stencilFuncFunc = sState.stencilFuncFunc;
311
      cState.stencilFuncRef  = sState.stencilFuncRef ;
312
      cState.stencilFuncMask = sState.stencilFuncMask;
313
      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
314
      }
315

    
316
    if( sState.stencilMask!=cState.stencilMask )
317
      {
318
      cState.stencilMask = sState.stencilMask;
319
      GLES30.glStencilMask(cState.stencilMask);
320
      }
321
    }
322

    
323
///////////////////////////////////////////////////////////////////////////////////////////////////
324

    
325
  void apply()
326
    {
327
    //android.util.Log.e("State", "APPLYING STATE");
328

    
329
    /////////////////////////////////////////////////////
330
    // 1. Write to color buffer?
331
    if( mState.colorMaskR!=cState.colorMaskR || mState.colorMaskG!=cState.colorMaskG || mState.colorMaskB!=cState.colorMaskB || mState.colorMaskA!=cState.colorMaskA)
332
      {
333
      //android.util.Log.d("State", "setting color mask");
334
      cState.colorMaskR = mState.colorMaskR;
335
      cState.colorMaskG = mState.colorMaskG;
336
      cState.colorMaskB = mState.colorMaskB;
337
      cState.colorMaskA = mState.colorMaskA;
338
      GLES30.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
339
      }
340

    
341
    /////////////////////////////////////////////////////
342
    // 2. Enable Depth test?
343
    if( mState.depthTest!=cState.depthTest )
344
      {
345
      cState.depthTest = mState.depthTest;
346

    
347
      if (cState.depthTest == 0)
348
        {
349
        //android.util.Log.d("State", "disabling depth test");
350
        GLES30.glDisable(GLES30.GL_DEPTH_TEST);
351
        }
352
      else
353
        {
354
        //android.util.Log.d("State", "enable depth test");
355
        GLES30.glEnable(GLES30.GL_DEPTH_TEST);
356
        }
357
      }
358

    
359
    /////////////////////////////////////////////////////
360
    // 3. Change Depth Function?
361
    if( mState.depthFunc!=cState.depthFunc )
362
      {
363
      //android.util.Log.d("State", "setting depth func");
364
      cState.depthFunc = mState.depthFunc;
365
      GLES30.glDepthFunc(cState.depthFunc);
366
      }
367

    
368
    /////////////////////////////////////////////////////
369
    // 4. Write to Depth buffer?
370
    if( mState.depthMask!=cState.depthMask )
371
      {
372
      //android.util.Log.d("State", "setting depth mask");
373
      cState.depthMask = mState.depthMask;
374
      GLES30.glDepthMask(cState.depthMask==1);
375
      }
376

    
377
    /////////////////////////////////////////////////////
378
    // 5. Enable Blending?
379
    if( mState.blend!=cState.blend )
380
      {
381
      cState.blend = mState.blend;
382

    
383
      if (cState.blend == 0)
384
        {
385
        //android.util.Log.d("State", "disabling blending");
386
        GLES30.glDisable(GLES30.GL_BLEND);
387
        }
388
      else
389
        {
390
        //android.util.Log.d("State", "enabling blending");
391
        GLES30.glEnable(GLES30.GL_BLEND);
392
        }
393
      }
394

    
395
    /////////////////////////////////////////////////////
396
    // 6. Change Blend function?
397
    if( mState.blendSrc!=cState.blendSrc || mState.blendDst!=cState.blendDst )
398
      {
399
      //android.util.Log.d("State", "setting blend function");
400
      cState.blendSrc = mState.blendSrc;
401
      cState.blendDst = mState.blendDst;
402
      GLES30.glBlendFunc(cState.blendSrc,cState.blendDst);
403
      }
404

    
405
    /////////////////////////////////////////////////////
406
    // 7. Enable/Disable Stencil Test?
407
    if( mState.stencilTest!=cState.stencilTest )
408
      {
409
      cState.stencilTest = mState.stencilTest;
410

    
411
      if (cState.stencilTest == 0)
412
        {
413
        //android.util.Log.d("State", "disabling stencil test");
414
        GLES30.glDisable(GLES30.GL_STENCIL_TEST);
415
        }
416
      else
417
        {
418
        //android.util.Log.d("State", "enabling stencil test");
419
        GLES30.glEnable(GLES30.GL_STENCIL_TEST);
420
        }
421
      }
422

    
423
    /////////////////////////////////////////////////////
424
    // 8. Adjust Stencil function?
425
    if( mState.stencilFuncFunc!=cState.stencilFuncFunc || mState.stencilFuncRef!=cState.stencilFuncRef || mState.stencilFuncMask!=cState.stencilFuncMask )
426
      {
427
      //android.util.Log.d("State", "setting stencil function");
428
      cState.stencilFuncFunc = mState.stencilFuncFunc;
429
      cState.stencilFuncRef  = mState.stencilFuncRef ;
430
      cState.stencilFuncMask = mState.stencilFuncMask;
431
      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
432
      }
433

    
434
    /////////////////////////////////////////////////////
435
    // 9. Adjust Stencil operation?
436
    if( mState.stencilOpSfail!=cState.stencilOpSfail || mState.stencilOpDpfail!=cState.stencilOpDpfail || mState.stencilOpDppass!=cState.stencilOpDppass )
437
      {
438
      //android.util.Log.d("State", "setting stencil op");
439
      cState.stencilOpSfail = mState.stencilOpSfail;
440
      cState.stencilOpDpfail= mState.stencilOpDpfail;
441
      cState.stencilOpDppass= mState.stencilOpDppass;
442
      GLES30.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
443
      }
444

    
445
    /////////////////////////////////////////////////////
446
    // 10. Write to Stencil buffer?
447
    if( mState.stencilMask!=cState.stencilMask )
448
      {
449
      //android.util.Log.d("State", "setting stencil mask");
450
      cState.stencilMask = mState.stencilMask;
451
      GLES30.glStencilMask(cState.stencilMask);
452
      }
453

    
454
    /////////////////////////////////////////////////////
455
    // 11. Clear buffers?
456
    if( mClear!=0 )
457
      {
458
      //android.util.Log.d("State", "clearing buffer");
459
      GLES30.glClear(mClear);
460
      }
461
    }
462

    
463
///////////////////////////////////////////////////////////////////////////////////////////////////
464

    
465
  void glColorMask(boolean r, boolean g, boolean b, boolean a)
466
    {
467
    mState.colorMaskR = (r ? 1:0);
468
    mState.colorMaskG = (g ? 1:0);
469
    mState.colorMaskB = (b ? 1:0);
470
    mState.colorMaskA = (a ? 1:0);
471
    }
472

    
473
///////////////////////////////////////////////////////////////////////////////////////////////////
474

    
475
  void glDepthMask(boolean mask)
476
    {
477
    mState.depthMask = (mask ? 1:0);
478
    }
479

    
480
///////////////////////////////////////////////////////////////////////////////////////////////////
481

    
482
  void glStencilMask(int mask)
483
    {
484
    mState.stencilMask = mask;
485
    }
486

    
487
///////////////////////////////////////////////////////////////////////////////////////////////////
488

    
489
  void glEnable(int test)
490
    {
491
         if( test==GLES30.GL_DEPTH_TEST   ) mState.depthTest   = 1;
492
    else if( test==GLES30.GL_STENCIL_TEST ) mState.stencilTest = 1;
493
    else if( test==GLES30.GL_BLEND        ) mState.blend       = 1;
494
    }
495

    
496
///////////////////////////////////////////////////////////////////////////////////////////////////
497

    
498
  void glDisable(int test)
499
    {
500
         if( test==GLES30.GL_DEPTH_TEST   ) mState.depthTest   = 0;
501
    else if( test==GLES30.GL_STENCIL_TEST ) mState.stencilTest = 0;
502
    else if( test==GLES30.GL_BLEND        ) mState.blend       = 0;
503
    }
504

    
505
///////////////////////////////////////////////////////////////////////////////////////////////////
506

    
507
  void glStencilFunc(int func, int ref, int mask)
508
    {
509
    mState.stencilFuncFunc = func;
510
    mState.stencilFuncRef  = ref;
511
    mState.stencilFuncMask = mask;
512
    }
513

    
514
///////////////////////////////////////////////////////////////////////////////////////////////////
515

    
516
  void glStencilOp(int sfail, int dpfail, int dppass)
517
    {
518
    mState.stencilOpSfail = sfail;
519
    mState.stencilOpDpfail= dpfail;
520
    mState.stencilOpDppass= dppass;
521
    }
522

    
523
///////////////////////////////////////////////////////////////////////////////////////////////////
524

    
525
  void glDepthFunc(int func)
526
    {
527
    mState.depthFunc = func;
528
    }
529

    
530
///////////////////////////////////////////////////////////////////////////////////////////////////
531

    
532
  void glBlendFunc(int src, int dst)
533
    {
534
    mState.blendSrc = src;
535
    mState.blendDst = dst;
536
    }
537

    
538
///////////////////////////////////////////////////////////////////////////////////////////////////
539

    
540
  void glClear(int mask)
541
    {
542
    mClear = mask;
543
    }
544
}
(10-10/26)