Revision 9dba4df1
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/DistortedRenderState.java | ||
---|---|---|
1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
19 |
|
|
20 |
package org.distorted.library; |
|
21 |
|
|
22 |
import android.opengl.GLES30; |
|
23 |
|
|
24 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
25 |
/** |
|
26 |
* Remember the OpenGL state. |
|
27 |
*/ |
|
28 |
class DistortedRenderState |
|
29 |
{ |
|
30 |
private static int sColorMaskR, sColorMaskG, sColorMaskB, sColorMaskA; |
|
31 |
private static int sDepthMask; |
|
32 |
private static int sStencilMask; |
|
33 |
private static int sDepthTest; |
|
34 |
private static int sStencilTest; |
|
35 |
private static int sStencilFuncFunc, sStencilFuncRef, sStencilFuncMask; |
|
36 |
private static int sStencilOpSfail, sStencilOpDpfail, sStencilOpDppass; |
|
37 |
private static int sDepthFunc; |
|
38 |
|
|
39 |
private int mColorMaskR, mColorMaskG, mColorMaskB, mColorMaskA; |
|
40 |
private int mDepthMask; |
|
41 |
private int mStencilMask; |
|
42 |
private int mDepthTest; |
|
43 |
private int mStencilTest; |
|
44 |
private int mStencilFuncFunc, mStencilFuncRef, mStencilFuncMask; |
|
45 |
private int mStencilOpSfail, mStencilOpDpfail, mStencilOpDppass; |
|
46 |
private int mDepthFunc; |
|
47 |
|
|
48 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
49 |
|
|
50 |
DistortedRenderState() |
|
51 |
{ |
|
52 |
mColorMaskR = 1; |
|
53 |
mColorMaskG = 1; |
|
54 |
mColorMaskB = 1; |
|
55 |
mColorMaskA = 1; |
|
56 |
mDepthMask = 1; |
|
57 |
mStencilMask= 0x11111111; |
|
58 |
mDepthTest = 1; |
|
59 |
mStencilTest= 0; |
|
60 |
|
|
61 |
mStencilFuncFunc = GLES30.GL_NEVER; |
|
62 |
mStencilFuncRef = 0; |
|
63 |
mStencilFuncMask = 0x11111111; |
|
64 |
mStencilOpSfail = GLES30.GL_KEEP; |
|
65 |
mStencilOpDpfail = GLES30.GL_KEEP; |
|
66 |
mStencilOpDppass = GLES30.GL_KEEP; |
|
67 |
mDepthFunc = GLES30.GL_LEQUAL; |
|
68 |
} |
|
69 |
|
|
70 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
71 |
|
|
72 |
static void reset() |
|
73 |
{ |
|
74 |
sColorMaskR = -1; |
|
75 |
sColorMaskG = -1; |
|
76 |
sColorMaskB = -1; |
|
77 |
sColorMaskA = -1; |
|
78 |
sDepthMask = -1; |
|
79 |
sStencilMask= -1; |
|
80 |
sDepthTest = -1; |
|
81 |
sStencilTest= -1; |
|
82 |
|
|
83 |
sStencilFuncFunc = -1; |
|
84 |
sStencilFuncRef = -1; |
|
85 |
sStencilFuncMask = -1; |
|
86 |
sStencilOpSfail = -1; |
|
87 |
sStencilOpDpfail = -1; |
|
88 |
sStencilOpDppass = -1; |
|
89 |
sDepthFunc = -1; |
|
90 |
} |
|
91 |
|
|
92 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
93 |
|
|
94 |
void apply() |
|
95 |
{ |
|
96 |
if( mColorMaskR!=sColorMaskR || mColorMaskG!=sColorMaskG || mColorMaskB!=sColorMaskB || mColorMaskA!=sColorMaskA) |
|
97 |
{ |
|
98 |
sColorMaskR = mColorMaskR; |
|
99 |
sColorMaskG = mColorMaskG; |
|
100 |
sColorMaskB = mColorMaskB; |
|
101 |
sColorMaskA = mColorMaskA; |
|
102 |
GLES30.glColorMask(sColorMaskR==1,sColorMaskG==1,sColorMaskB==1,sColorMaskA==1); |
|
103 |
} |
|
104 |
|
|
105 |
if( mDepthTest!=sDepthTest ) |
|
106 |
{ |
|
107 |
sDepthTest = mDepthTest; |
|
108 |
if( sDepthTest==0 ) GLES30.glDisable(GLES30.GL_DEPTH_TEST); |
|
109 |
else |
|
110 |
{ |
|
111 |
GLES30.glEnable (GLES30.GL_DEPTH_TEST); |
|
112 |
|
|
113 |
if( mDepthMask!=sDepthMask ) |
|
114 |
{ |
|
115 |
sDepthMask = mDepthMask; |
|
116 |
GLES30.glDepthMask(sDepthMask==1); |
|
117 |
} |
|
118 |
|
|
119 |
if( mDepthFunc!=sDepthFunc ) |
|
120 |
{ |
|
121 |
sDepthFunc = mDepthFunc; |
|
122 |
GLES30.glDepthFunc(sDepthFunc); |
|
123 |
} |
|
124 |
} |
|
125 |
} |
|
126 |
|
|
127 |
if( mStencilTest!=sStencilTest ) |
|
128 |
{ |
|
129 |
sStencilTest = mStencilTest; |
|
130 |
if( sStencilTest==0 ) GLES30.glDisable(GLES30.GL_STENCIL_TEST); |
|
131 |
else |
|
132 |
{ |
|
133 |
GLES30.glEnable(GLES30.GL_STENCIL_TEST); |
|
134 |
|
|
135 |
if( mStencilMask!=sStencilMask ) |
|
136 |
{ |
|
137 |
sStencilMask = mStencilMask; |
|
138 |
GLES30.glStencilMask(sStencilMask); |
|
139 |
} |
|
140 |
|
|
141 |
if( mStencilFuncFunc!=sStencilFuncFunc || mStencilFuncRef!=sStencilFuncRef || mStencilFuncMask!=sStencilFuncMask ) |
|
142 |
{ |
|
143 |
sStencilFuncFunc = mStencilFuncFunc; |
|
144 |
sStencilFuncRef = mStencilFuncRef ; |
|
145 |
sStencilFuncMask = mStencilFuncMask; |
|
146 |
GLES30.glStencilFunc(sStencilFuncFunc,sStencilFuncRef,sStencilFuncMask); |
|
147 |
} |
|
148 |
|
|
149 |
if( mStencilOpSfail!=sStencilOpSfail || mStencilOpDpfail!=sStencilOpDpfail || mStencilOpDppass!=sStencilOpDppass ) |
|
150 |
{ |
|
151 |
sStencilOpSfail = mStencilOpSfail; |
|
152 |
sStencilOpDpfail= mStencilOpDpfail; |
|
153 |
sStencilOpDppass= mStencilOpDppass; |
|
154 |
GLES30.glStencilOp(sStencilOpSfail,sStencilOpDpfail,sStencilOpDppass); |
|
155 |
} |
|
156 |
} |
|
157 |
} |
|
158 |
} |
|
159 |
|
|
160 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
161 |
|
|
162 |
void glColorMask(boolean r, boolean g, boolean b, boolean a) |
|
163 |
{ |
|
164 |
mColorMaskR = (r ? 1:0); |
|
165 |
mColorMaskG = (g ? 1:0); |
|
166 |
mColorMaskB = (b ? 1:0); |
|
167 |
mColorMaskA = (a ? 1:0); |
|
168 |
} |
|
169 |
|
|
170 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
171 |
|
|
172 |
void glDepthMask(boolean mask) |
|
173 |
{ |
|
174 |
mDepthMask = (mask ? 1:0); |
|
175 |
} |
|
176 |
|
|
177 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
178 |
|
|
179 |
void glStencilMask(int mask) |
|
180 |
{ |
|
181 |
mStencilMask = mask; |
|
182 |
} |
|
183 |
|
|
184 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
185 |
|
|
186 |
void glEnable(int test) |
|
187 |
{ |
|
188 |
if( test==GLES30.GL_DEPTH_TEST ) mDepthTest = 1; |
|
189 |
else if( test==GLES30.GL_STENCIL_TEST ) mStencilTest = 1; |
|
190 |
} |
|
191 |
|
|
192 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
193 |
|
|
194 |
void glDisable(int test) |
|
195 |
{ |
|
196 |
if( test==GLES30.GL_DEPTH_TEST ) mDepthTest = 0; |
|
197 |
else if( test==GLES30.GL_STENCIL_TEST ) mStencilTest = 0; |
|
198 |
} |
|
199 |
|
|
200 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
201 |
|
|
202 |
void glStencilFunc(int func, int ref, int mask) |
|
203 |
{ |
|
204 |
mStencilFuncFunc = func; |
|
205 |
mStencilFuncRef = ref; |
|
206 |
mStencilFuncMask = mask; |
|
207 |
} |
|
208 |
|
|
209 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
210 |
|
|
211 |
void glStencilOp(int sfail, int dpfail, int dppass) |
|
212 |
{ |
|
213 |
mStencilOpSfail = sfail; |
|
214 |
mStencilOpDpfail= dpfail; |
|
215 |
mStencilOpDppass= dppass; |
|
216 |
} |
|
217 |
|
|
218 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
219 |
|
|
220 |
void glDepthFunc(int func) |
|
221 |
{ |
|
222 |
mDepthFunc = func; |
|
223 |
} |
|
224 |
} |
Also available in: Unified diff
New 'RenderState' class which will be used to change OpenGL state when rendering Nodes.