Revision 9dba4df1
Added by Leszek Koltunski almost 8 years ago
src/main/java/org/distorted/library/DistortedRenderState.java | ||
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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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*/ |
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class DistortedRenderState |
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{ |
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private static int sColorMaskR, sColorMaskG, sColorMaskB, sColorMaskA; |
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private static int sDepthMask; |
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private static int sStencilMask; |
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private static int sDepthTest; |
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private static int sStencilTest; |
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private static int sStencilFuncFunc, sStencilFuncRef, sStencilFuncMask; |
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private static int sStencilOpSfail, sStencilOpDpfail, sStencilOpDppass; |
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private static int sDepthFunc; |
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private int mColorMaskR, mColorMaskG, mColorMaskB, mColorMaskA; |
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private int mDepthMask; |
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private int mStencilMask; |
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private int mDepthTest; |
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private int mStencilTest; |
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private int mStencilFuncFunc, mStencilFuncRef, mStencilFuncMask; |
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private int mStencilOpSfail, mStencilOpDpfail, mStencilOpDppass; |
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private int mDepthFunc; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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DistortedRenderState() |
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{ |
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mColorMaskR = 1; |
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mColorMaskG = 1; |
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mColorMaskB = 1; |
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mColorMaskA = 1; |
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mDepthMask = 1; |
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mStencilMask= 0x11111111; |
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mDepthTest = 1; |
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mStencilTest= 0; |
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mStencilFuncFunc = GLES30.GL_NEVER; |
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mStencilFuncRef = 0; |
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mStencilFuncMask = 0x11111111; |
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mStencilOpSfail = GLES30.GL_KEEP; |
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mStencilOpDpfail = GLES30.GL_KEEP; |
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mStencilOpDppass = GLES30.GL_KEEP; |
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mDepthFunc = GLES30.GL_LEQUAL; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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static void reset() |
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{ |
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sColorMaskR = -1; |
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sColorMaskG = -1; |
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sColorMaskB = -1; |
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sColorMaskA = -1; |
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sDepthMask = -1; |
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sStencilMask= -1; |
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sDepthTest = -1; |
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sStencilTest= -1; |
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sStencilFuncFunc = -1; |
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sStencilFuncRef = -1; |
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sStencilFuncMask = -1; |
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sStencilOpSfail = -1; |
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sStencilOpDpfail = -1; |
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sStencilOpDppass = -1; |
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sDepthFunc = -1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void apply() |
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{ |
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if( mColorMaskR!=sColorMaskR || mColorMaskG!=sColorMaskG || mColorMaskB!=sColorMaskB || mColorMaskA!=sColorMaskA) |
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{ |
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sColorMaskR = mColorMaskR; |
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sColorMaskG = mColorMaskG; |
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sColorMaskB = mColorMaskB; |
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sColorMaskA = mColorMaskA; |
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GLES30.glColorMask(sColorMaskR==1,sColorMaskG==1,sColorMaskB==1,sColorMaskA==1); |
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} |
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if( mDepthTest!=sDepthTest ) |
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{ |
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sDepthTest = mDepthTest; |
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if( sDepthTest==0 ) GLES30.glDisable(GLES30.GL_DEPTH_TEST); |
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else |
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{ |
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GLES30.glEnable (GLES30.GL_DEPTH_TEST); |
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if( mDepthMask!=sDepthMask ) |
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{ |
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sDepthMask = mDepthMask; |
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GLES30.glDepthMask(sDepthMask==1); |
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} |
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if( mDepthFunc!=sDepthFunc ) |
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{ |
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sDepthFunc = mDepthFunc; |
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GLES30.glDepthFunc(sDepthFunc); |
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} |
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} |
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} |
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if( mStencilTest!=sStencilTest ) |
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{ |
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sStencilTest = mStencilTest; |
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if( sStencilTest==0 ) GLES30.glDisable(GLES30.GL_STENCIL_TEST); |
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else |
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{ |
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GLES30.glEnable(GLES30.GL_STENCIL_TEST); |
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if( mStencilMask!=sStencilMask ) |
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{ |
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sStencilMask = mStencilMask; |
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GLES30.glStencilMask(sStencilMask); |
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} |
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if( mStencilFuncFunc!=sStencilFuncFunc || mStencilFuncRef!=sStencilFuncRef || mStencilFuncMask!=sStencilFuncMask ) |
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{ |
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sStencilFuncFunc = mStencilFuncFunc; |
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sStencilFuncRef = mStencilFuncRef ; |
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sStencilFuncMask = mStencilFuncMask; |
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GLES30.glStencilFunc(sStencilFuncFunc,sStencilFuncRef,sStencilFuncMask); |
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} |
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if( mStencilOpSfail!=sStencilOpSfail || mStencilOpDpfail!=sStencilOpDpfail || mStencilOpDppass!=sStencilOpDppass ) |
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{ |
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sStencilOpSfail = mStencilOpSfail; |
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sStencilOpDpfail= mStencilOpDpfail; |
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sStencilOpDppass= mStencilOpDppass; |
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GLES30.glStencilOp(sStencilOpSfail,sStencilOpDpfail,sStencilOpDppass); |
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} |
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} |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void glColorMask(boolean r, boolean g, boolean b, boolean a) |
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{ |
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mColorMaskR = (r ? 1:0); |
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mColorMaskG = (g ? 1:0); |
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mColorMaskB = (b ? 1:0); |
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mColorMaskA = (a ? 1:0); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void glDepthMask(boolean mask) |
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{ |
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mDepthMask = (mask ? 1:0); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void glStencilMask(int mask) |
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{ |
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mStencilMask = mask; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void glEnable(int test) |
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{ |
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if( test==GLES30.GL_DEPTH_TEST ) mDepthTest = 1; |
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else if( test==GLES30.GL_STENCIL_TEST ) mStencilTest = 1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void glDisable(int test) |
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{ |
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if( test==GLES30.GL_DEPTH_TEST ) mDepthTest = 0; |
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else if( test==GLES30.GL_STENCIL_TEST ) mStencilTest = 0; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void glStencilFunc(int func, int ref, int mask) |
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{ |
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mStencilFuncFunc = func; |
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mStencilFuncRef = ref; |
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mStencilFuncMask = mask; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void glStencilOp(int sfail, int dpfail, int dppass) |
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{ |
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mStencilOpSfail = sfail; |
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mStencilOpDpfail= dpfail; |
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mStencilOpDppass= dppass; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void glDepthFunc(int func) |
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{ |
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mDepthFunc = func; |
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} |
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} |
Also available in: Unified diff
New 'RenderState' class which will be used to change OpenGL state when rendering Nodes.