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library / src / main / java / org / distorted / library / main / DistortedRenderState.java @ 9a3607b3

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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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      {
182
      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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189
  static void enableDepthTest()
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    {
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    sState.depthTest = cState.depthTest;
192

    
193
    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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///////////////////////////////////////////////////////////////////////////////////////////////////
201

    
202
  static void restoreDepthTest()
203
    {
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    if (sState.depthTest != cState.depthTest)
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      {
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      cState.depthTest = sState.depthTest;
207

    
208
      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
213
        {
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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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221
  static void switchOffDrawing()
222
    {
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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()
230
    {
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    GLES31.glDisable(GLES31.GL_SCISSOR_TEST);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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236
  static void switchOffColorDepthStencil()
237
    {
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    sState.stencilTest = cState.stencilTest;
239

    
240
    if( cState.stencilTest!=0 )
241
      {
242
      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;
248

    
249
    if( cState.depthTest!=0 )
250
      {
251
      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 )
262
      {
263
      cState.colorMaskR = 0;
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      cState.colorMaskG = 0;
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      cState.colorMaskB = 0;
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      cState.colorMaskA = 0;
267
      //android.util.Log.d("State", "switch off color writing");
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      GLES31.glColorMask(false,false,false,false);
269
      }
270

    
271
    sState.depthMask = cState.depthMask;
272

    
273
    if( cState.depthMask!=0 )
274
      {
275
      cState.depthMask = 0;
276
      //android.util.Log.d("State", "switch off depth writing");
277
      GLES31.glDepthMask(false);
278
      }
279

    
280
    sState.stencilMask = cState.stencilMask;
281

    
282
    if( cState.stencilMask!= 0x00 )
283
      {
284
      cState.stencilMask = 0x00;
285
      //android.util.Log.d("State", "stencil mask off");
286
      GLES31.glStencilMask(cState.stencilMask);
287
      }
288
    }
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290
///////////////////////////////////////////////////////////////////////////////////////////////////
291

    
292
  static void switchColorDepthOnStencilOff()
293
    {
294
    sState.stencilTest = cState.stencilTest;
295

    
296
    if( cState.stencilTest!=0 )
297
      {
298
      cState.stencilTest = 0;
299
      //android.util.Log.d("State", "stencil test off");
300
      GLES31.glDisable(GLES31.GL_STENCIL_TEST);
301
      }
302

    
303
    sState.depthTest = cState.depthTest;
304

    
305
    if( cState.depthTest!=0 )
306
      {
307
      cState.depthTest = 0;
308
      //android.util.Log.d("State", "depth test off");
309
      GLES31.glDisable(GLES31.GL_DEPTH_TEST);
310
      }
311

    
312
    sState.colorMaskR = cState.colorMaskR;
313
    sState.colorMaskG = cState.colorMaskG;
314
    sState.colorMaskB = cState.colorMaskB;
315
    sState.colorMaskA = cState.colorMaskA;
316

    
317
    if( cState.colorMaskR!=1 || cState.colorMaskG!=1 || cState.colorMaskB!=1 || cState.colorMaskA!=1 )
318
      {
319
      cState.colorMaskR = 1;
320
      cState.colorMaskG = 1;
321
      cState.colorMaskB = 1;
322
      cState.colorMaskA = 1;
323
      //android.util.Log.d("State", "switch on color writing");
324
      GLES31.glColorMask(true,true,true,true);
325
      }
326

    
327
    sState.depthMask = cState.depthMask;
328

    
329
    if( cState.depthMask!=1 )
330
      {
331
      cState.depthMask = 1;
332
      //android.util.Log.d("State", "switch on depth writing");
333
      GLES31.glDepthMask(true);
334
      }
335

    
336
    sState.stencilMask = cState.stencilMask;
337

    
338
    if( cState.stencilMask!= 0x00 )
339
      {
340
      cState.stencilMask = 0x00;
341
      //android.util.Log.d("State", "stencil mask off");
342
      GLES31.glStencilMask(cState.stencilMask);
343
      }
344
    }
345

    
346
///////////////////////////////////////////////////////////////////////////////////////////////////
347

    
348
  static void restoreColorDepthStencil()
349
    {
350
    if( sState.stencilTest!=cState.stencilTest )
351
      {
352
      cState.stencilTest = sState.stencilTest;
353

    
354
      if (cState.stencilTest == 0)
355
        {
356
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
357
        }
358
      else
359
        {
360
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
361
        }
362
      }
363
    if( sState.depthTest!=cState.depthTest )
364
      {
365
      cState.depthTest = sState.depthTest;
366

    
367
      if (cState.depthTest == 0)
368
        {
369
        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
370
        }
371
      else
372
        {
373
        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
374
        }
375
      }
376
    if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA)
377
      {
378
      cState.colorMaskR = sState.colorMaskR;
379
      cState.colorMaskG = sState.colorMaskG;
380
      cState.colorMaskB = sState.colorMaskB;
381
      cState.colorMaskA = sState.colorMaskA;
382
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
383
      }
384
    if( sState.depthMask!=cState.depthMask )
385
      {
386
      cState.depthMask = sState.depthMask;
387
      GLES31.glDepthMask(cState.depthMask==1);
388
      }
389
    if( sState.stencilMask!=cState.stencilMask )
390
      {
391
      cState.stencilMask = sState.stencilMask;
392
      GLES31.glStencilMask(cState.stencilMask);
393
      }
394
    }
395

    
396
///////////////////////////////////////////////////////////////////////////////////////////////////
397

    
398
  static void disableStencil()
399
    {
400
    sState.stencilTest = cState.stencilTest;
401

    
402
    if (cState.stencilTest != 0)
403
      {
404
      cState.stencilTest = 0;
405
      GLES31.glDisable(GLES31.GL_STENCIL_TEST);
406
      }
407

    
408
    sState.stencilFuncFunc = cState.stencilFuncFunc;
409
    sState.stencilFuncRef  = cState.stencilFuncRef;
410
    sState.stencilFuncMask = cState.stencilFuncMask;
411

    
412
    if( cState.stencilFuncFunc!=GLES31.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
413
      {
414
      cState.stencilFuncFunc = GLES31.GL_EQUAL;
415
      cState.stencilFuncRef  = 1;
416
      cState.stencilFuncMask = STENCIL_MASK;
417
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
418
      }
419

    
420
    sState.stencilMask = cState.stencilMask;
421

    
422
    if( cState.stencilMask!= 0x00 )
423
      {
424
      cState.stencilMask = 0x00;
425
      GLES31.glStencilMask(cState.stencilMask);
426
      }
427
    }
428

    
429
///////////////////////////////////////////////////////////////////////////////////////////////////
430

    
431
  static void restoreStencil()
432
    {
433
    if (sState.stencilTest != cState.stencilTest)
434
      {
435
      cState.stencilTest = sState.stencilTest;
436

    
437
      if (cState.stencilTest == 0)
438
        {
439
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
440
        }
441
      else
442
        {
443
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
444
        }
445
      }
446
    if( sState.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask )
447
      {
448
      cState.stencilFuncFunc = sState.stencilFuncFunc;
449
      cState.stencilFuncRef  = sState.stencilFuncRef ;
450
      cState.stencilFuncMask = sState.stencilFuncMask;
451
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
452
      }
453
    if( sState.stencilMask!=cState.stencilMask )
454
      {
455
      cState.stencilMask = sState.stencilMask;
456
      GLES31.glStencilMask(cState.stencilMask);
457
      }
458
    }
459

    
460
///////////////////////////////////////////////////////////////////////////////////////////////////
461

    
462
  static void setUpStencilMark(boolean color)
463
    {
464
    sState.stencilTest = cState.stencilTest;
465

    
466
    if( cState.stencilTest!=1 )
467
      {
468
      cState.stencilTest = 1;
469
      //android.util.Log.d("State", "stencil test on");
470
      GLES31.glEnable(GLES31.GL_STENCIL_TEST);
471
      }
472

    
473
    sState.stencilFuncFunc = cState.stencilFuncFunc;
474
    sState.stencilFuncRef  = cState.stencilFuncRef;
475
    sState.stencilFuncMask = cState.stencilFuncMask;
476

    
477
    if( cState.stencilFuncFunc!=GLES31.GL_ALWAYS || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
478
      {
479
      cState.stencilFuncFunc = GLES31.GL_ALWAYS;
480
      cState.stencilFuncRef  = 1;
481
      cState.stencilFuncMask = STENCIL_MASK;
482
      //android.util.Log.d("State", "stencil func on");
483
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
484
      }
485

    
486
    sState.stencilOpSfail = cState.stencilOpSfail;
487
    sState.stencilOpDpfail= cState.stencilOpDpfail;
488
    sState.stencilOpDppass= cState.stencilOpDppass;
489

    
490
    if( cState.stencilOpSfail!=GLES31.GL_KEEP || cState.stencilOpDpfail!=GLES31.GL_KEEP || cState.stencilOpDppass!=GLES31.GL_REPLACE )
491
      {
492
      cState.stencilOpSfail = GLES31.GL_KEEP;
493
      cState.stencilOpDpfail= GLES31.GL_KEEP;
494
      cState.stencilOpDppass= GLES31.GL_REPLACE;
495
      //android.util.Log.d("State", "stencil op on");
496
      GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
497
      }
498

    
499
    sState.colorMaskR = cState.colorMaskR;
500
    sState.colorMaskG = cState.colorMaskG;
501
    sState.colorMaskB = cState.colorMaskB;
502
    sState.colorMaskA = cState.colorMaskA;
503

    
504
    int clr = color ? 1:0;
505

    
506
    if( cState.colorMaskR!=clr || cState.colorMaskG!=clr || cState.colorMaskB!=clr || cState.colorMaskA!=clr )
507
      {
508
      cState.colorMaskR = clr;
509
      cState.colorMaskG = clr;
510
      cState.colorMaskB = clr;
511
      cState.colorMaskA = clr;
512
      //android.util.Log.d("State", "switch off color writing");
513
      GLES31.glColorMask(color,color,color,color);
514
      }
515

    
516
    sState.depthMask = cState.depthMask;
517

    
518
    if( cState.depthMask!=1 )
519
      {
520
      cState.depthMask = 1;
521
      //android.util.Log.d("State", "switch on depth writing");
522
      GLES31.glDepthMask(true);
523
      }
524

    
525
    sState.stencilMask = cState.stencilMask;
526

    
527
    if( cState.stencilMask!= STENCIL_MASK )
528
      {
529
      cState.stencilMask = STENCIL_MASK;
530
      //android.util.Log.d("State", "stencil mask on");
531
      GLES31.glStencilMask(cState.stencilMask);
532
      }
533
    }
534

    
535
///////////////////////////////////////////////////////////////////////////////////////////////////
536

    
537
  static void unsetUpStencilMark()
538
    {
539
    if( sState.stencilTest!=cState.stencilTest )
540
      {
541
      cState.stencilTest = sState.stencilTest;
542

    
543
      if (cState.stencilTest == 0)
544
        {
545
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
546
        }
547
      else
548
        {
549
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
550
        }
551
      }
552
    if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA)
553
      {
554
      cState.colorMaskR = sState.colorMaskR;
555
      cState.colorMaskG = sState.colorMaskG;
556
      cState.colorMaskB = sState.colorMaskB;
557
      cState.colorMaskA = sState.colorMaskA;
558
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
559
      }
560
    if( sState.depthMask!=cState.depthMask )
561
      {
562
      cState.depthMask = sState.depthMask;
563
      GLES31.glDepthMask(cState.depthMask==1);
564
      }
565
    if( sState.stencilMask!=cState.stencilMask )
566
      {
567
      cState.stencilMask = sState.stencilMask;
568
      GLES31.glStencilMask(cState.stencilMask);
569
      }
570
    }
571

    
572
///////////////////////////////////////////////////////////////////////////////////////////////////
573
/**
574
 * Only for use by the library itself.
575
 *
576
 * @y.exclude
577
 */
578
  public static void useStencilMark()
579
    {
580
    sState.stencilMask = cState.stencilMask;
581

    
582
    if( cState.stencilTest!=1 )
583
      {
584
      cState.stencilTest = 1;
585
      GLES31.glEnable(GLES31.GL_STENCIL_TEST);
586
      }
587

    
588
    sState.stencilFuncFunc = cState.stencilFuncFunc;
589
    sState.stencilFuncRef  = cState.stencilFuncRef;
590
    sState.stencilFuncMask = cState.stencilFuncMask;
591

    
592
    if( cState.stencilFuncFunc!=GLES31.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
593
      {
594
      cState.stencilFuncFunc = GLES31.GL_EQUAL;
595
      cState.stencilFuncRef  = 1;
596
      cState.stencilFuncMask = STENCIL_MASK;
597
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
598
      }
599

    
600
    sState.stencilMask = cState.stencilMask;
601

    
602
    if( cState.stencilMask!= 0x00 )
603
      {
604
      cState.stencilMask = 0x00;
605
      GLES31.glStencilMask(cState.stencilMask);
606
      }
607

    
608
    sState.depthMask = cState.depthMask;
609

    
610
    if( cState.depthMask!=0 )
611
      {
612
      cState.depthMask = 0;
613
      GLES31.glDepthMask(false);
614
      }
615

    
616
    sState.depthTest = cState.depthTest;
617

    
618
    if( cState.depthTest!=0 )
619
      {
620
      cState.depthTest = 0;
621
      GLES31.glDisable(GLES31.GL_DEPTH_TEST);
622
      }
623
    }
624

    
625
///////////////////////////////////////////////////////////////////////////////////////////////////
626
/**
627
 * Only for use by the library itself.
628
 *
629
 * @y.exclude
630
 */
631
  public static void unuseStencilMark()
632
    {
633
    if( sState.stencilTest!=cState.stencilTest )
634
      {
635
      cState.stencilTest = sState.stencilTest;
636

    
637
      if (cState.stencilTest == 0)
638
        {
639
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
640
        }
641
      else
642
        {
643
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
644
        }
645
      }
646
    if( sState.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask )
647
      {
648
      cState.stencilFuncFunc = sState.stencilFuncFunc;
649
      cState.stencilFuncRef  = sState.stencilFuncRef ;
650
      cState.stencilFuncMask = sState.stencilFuncMask;
651
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
652
      }
653
    if( sState.stencilMask!=cState.stencilMask )
654
      {
655
      cState.stencilMask = sState.stencilMask;
656
      GLES31.glStencilMask(cState.stencilMask);
657
      }
658
    if( sState.depthMask!=cState.depthMask )
659
      {
660
      cState.depthMask = sState.depthMask;
661
      GLES31.glDepthMask(cState.depthMask==1);
662
      }
663
    if( sState.depthTest!=cState.depthTest )
664
      {
665
      cState.depthTest = sState.depthTest;
666

    
667
      if (cState.depthTest == 0)
668
        {
669
        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
670
        }
671
      else
672
        {
673
        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
674
        }
675
      }
676
    }
677

    
678
///////////////////////////////////////////////////////////////////////////////////////////////////
679

    
680
  void apply()
681
    {
682
    //android.util.Log.e("State", "APPLYING STATE");
683

    
684
    /////////////////////////////////////////////////////
685
    // 1. Write to color buffer?
686
    if( mState.colorMaskR!=cState.colorMaskR || mState.colorMaskG!=cState.colorMaskG || mState.colorMaskB!=cState.colorMaskB || mState.colorMaskA!=cState.colorMaskA)
687
      {
688
      //android.util.Log.d("State", "setting color mask");
689
      cState.colorMaskR = mState.colorMaskR;
690
      cState.colorMaskG = mState.colorMaskG;
691
      cState.colorMaskB = mState.colorMaskB;
692
      cState.colorMaskA = mState.colorMaskA;
693
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
694
      }
695

    
696
    /////////////////////////////////////////////////////
697
    // 2. Enable Depth test?
698
    if( mState.depthTest!=cState.depthTest )
699
      {
700
      cState.depthTest = mState.depthTest;
701

    
702
      if (cState.depthTest == 0)
703
        {
704
        //android.util.Log.d("State", "disabling depth test");
705
        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
706
        }
707
      else
708
        {
709
        //android.util.Log.d("State", "enable depth test");
710
        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
711
        }
712
      }
713

    
714
    /////////////////////////////////////////////////////
715
    // 3. Change Depth Function?
716
    if( mState.depthFunc!=cState.depthFunc )
717
      {
718
      //android.util.Log.d("State", "setting depth func");
719
      cState.depthFunc = mState.depthFunc;
720
      GLES31.glDepthFunc(cState.depthFunc);
721
      }
722

    
723
    /////////////////////////////////////////////////////
724
    // 4. Write to Depth buffer?
725
    if( mState.depthMask!=cState.depthMask )
726
      {
727
      //android.util.Log.d("State", "setting depth mask");
728
      cState.depthMask = mState.depthMask;
729
      GLES31.glDepthMask(cState.depthMask==1);
730
      }
731

    
732
    /////////////////////////////////////////////////////
733
    // 5. Enable Blending?
734
    if( mState.blend!=cState.blend )
735
      {
736
      cState.blend = mState.blend;
737

    
738
      if (cState.blend == 0)
739
        {
740
        //android.util.Log.d("State", "disabling blending");
741
        GLES31.glDisable(GLES31.GL_BLEND);
742
        }
743
      else
744
        {
745
        //android.util.Log.d("State", "enabling blending");
746
        GLES31.glEnable(GLES31.GL_BLEND);
747
        }
748
      }
749

    
750
    /////////////////////////////////////////////////////
751
    // 6. Change Blend function?
752
    if( mState.blendSrc!=cState.blendSrc || mState.blendDst!=cState.blendDst )
753
      {
754
      //android.util.Log.d("State", "setting blend function");
755
      cState.blendSrc = mState.blendSrc;
756
      cState.blendDst = mState.blendDst;
757
      GLES31.glBlendFunc(cState.blendSrc,cState.blendDst);
758
      }
759

    
760
    /////////////////////////////////////////////////////
761
    // 7. Enable/Disable Stencil Test?
762
    if( mState.stencilTest!=cState.stencilTest )
763
      {
764
      cState.stencilTest = mState.stencilTest;
765

    
766
      if (cState.stencilTest == 0)
767
        {
768
        //android.util.Log.d("State", "disabling stencil test");
769
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
770
        }
771
      else
772
        {
773
        //android.util.Log.d("State", "enabling stencil test");
774
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
775
        }
776
      }
777

    
778
    /////////////////////////////////////////////////////
779
    // 8. Adjust Stencil function?
780
    if( mState.stencilFuncFunc!=cState.stencilFuncFunc || mState.stencilFuncRef!=cState.stencilFuncRef || mState.stencilFuncMask!=cState.stencilFuncMask )
781
      {
782
      //android.util.Log.d("State", "setting stencil function");
783
      cState.stencilFuncFunc = mState.stencilFuncFunc;
784
      cState.stencilFuncRef  = mState.stencilFuncRef ;
785
      cState.stencilFuncMask = mState.stencilFuncMask;
786
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
787
      }
788

    
789
    /////////////////////////////////////////////////////
790
    // 9. Adjust Stencil operation?
791
    if( mState.stencilOpSfail!=cState.stencilOpSfail || mState.stencilOpDpfail!=cState.stencilOpDpfail || mState.stencilOpDppass!=cState.stencilOpDppass )
792
      {
793
      //android.util.Log.d("State", "setting stencil op");
794
      cState.stencilOpSfail = mState.stencilOpSfail;
795
      cState.stencilOpDpfail= mState.stencilOpDpfail;
796
      cState.stencilOpDppass= mState.stencilOpDppass;
797
      GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
798
      }
799

    
800
    /////////////////////////////////////////////////////
801
    // 10. Write to Stencil buffer?
802
    if( mState.stencilMask!=cState.stencilMask )
803
      {
804
      //android.util.Log.d("State", "setting stencil mask");
805
      cState.stencilMask = mState.stencilMask;
806
      GLES31.glStencilMask(cState.stencilMask);
807
      }
808

    
809
    /////////////////////////////////////////////////////
810
    // 11. Clear buffers?
811
    if( mClear!=0 )
812
      {
813
      //android.util.Log.d("State", "clearing buffer");
814
      GLES31.glClear(mClear);
815
      }
816
    }
817

    
818
///////////////////////////////////////////////////////////////////////////////////////////////////
819

    
820
  void glColorMask(boolean r, boolean g, boolean b, boolean a)
821
    {
822
    mState.colorMaskR = (r ? 1:0);
823
    mState.colorMaskG = (g ? 1:0);
824
    mState.colorMaskB = (b ? 1:0);
825
    mState.colorMaskA = (a ? 1:0);
826
    }
827

    
828
///////////////////////////////////////////////////////////////////////////////////////////////////
829

    
830
  void glDepthMask(boolean mask)
831
    {
832
    mState.depthMask = (mask ? 1:0);
833
    }
834

    
835
///////////////////////////////////////////////////////////////////////////////////////////////////
836

    
837
  void glStencilMask(int mask)
838
    {
839
    mState.stencilMask = mask;
840
    }
841

    
842
///////////////////////////////////////////////////////////////////////////////////////////////////
843

    
844
  void glEnable(int test)
845
    {
846
         if( test==GLES31.GL_DEPTH_TEST   ) mState.depthTest   = 1;
847
    else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 1;
848
    else if( test==GLES31.GL_BLEND        ) mState.blend       = 1;
849
    }
850

    
851
///////////////////////////////////////////////////////////////////////////////////////////////////
852

    
853
  void glDisable(int test)
854
    {
855
         if( test==GLES31.GL_DEPTH_TEST   ) mState.depthTest   = 0;
856
    else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 0;
857
    else if( test==GLES31.GL_BLEND        ) mState.blend       = 0;
858
    }
859

    
860
///////////////////////////////////////////////////////////////////////////////////////////////////
861

    
862
  void glStencilFunc(int func, int ref, int mask)
863
    {
864
    mState.stencilFuncFunc = func;
865
    mState.stencilFuncRef  = ref;
866
    mState.stencilFuncMask = mask;
867
    }
868

    
869
///////////////////////////////////////////////////////////////////////////////////////////////////
870

    
871
  void glStencilOp(int sfail, int dpfail, int dppass)
872
    {
873
    mState.stencilOpSfail = sfail;
874
    mState.stencilOpDpfail= dpfail;
875
    mState.stencilOpDppass= dppass;
876
    }
877

    
878
///////////////////////////////////////////////////////////////////////////////////////////////////
879

    
880
  void glDepthFunc(int func)
881
    {
882
    mState.depthFunc = func;
883
    }
884

    
885
///////////////////////////////////////////////////////////////////////////////////////////////////
886

    
887
  void glBlendFunc(int src, int dst)
888
    {
889
    mState.blendSrc = src;
890
    mState.blendDst = dst;
891
    }
892

    
893
///////////////////////////////////////////////////////////////////////////////////////////////////
894

    
895
  void glClear(int mask)
896
    {
897
    mClear = mask;
898
    }
899
}
(9-9/17)