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library / src / main / java / org / distorted / library / DistortedRenderState.java @ 9ed80185

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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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      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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      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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      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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      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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      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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      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 useStencilMark()
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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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      GLES30.glEnable(GLES30.GL_STENCIL_TEST);
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      }
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    if( cState.stencilFuncFunc!=GLES30.GL_EQUAL || 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_EQUAL;
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      cState.stencilFuncRef  = 1;
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      cState.stencilFuncMask = STENCIL_MASK;
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      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
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      }
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    // TODO: Debatable
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    if( cState.stencilMask!= 0x00 )
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      {
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      sState.stencilMask = cState.stencilMask;
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      cState.stencilMask = 0x00;
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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 unuseStencilMark()
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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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      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.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask )
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      {
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      cState.stencilFuncFunc = sState.stencilFuncFunc;
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      cState.stencilFuncRef  = sState.stencilFuncRef ;
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      cState.stencilFuncMask = sState.stencilFuncMask;
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      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
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      }
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    if( sState.stencilMask!=cState.stencilMask )
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      {
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      cState.stencilMask = sState.stencilMask;
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      GLES30.glStencilMask(cState.stencilMask);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void apply()
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    {
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    //android.util.Log.e("State", "APPLYING STATE");
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    /////////////////////////////////////////////////////
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    // 1. Write to color buffer?
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    if( mState.colorMaskR!=cState.colorMaskR || mState.colorMaskG!=cState.colorMaskG || mState.colorMaskB!=cState.colorMaskB || mState.colorMaskA!=cState.colorMaskA)
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      {
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      //android.util.Log.d("State", "setting color mask");
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      cState.colorMaskR = mState.colorMaskR;
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      cState.colorMaskG = mState.colorMaskG;
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      cState.colorMaskB = mState.colorMaskB;
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      cState.colorMaskA = mState.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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    /////////////////////////////////////////////////////
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    // 2. Enable Depth test?
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    if( mState.depthTest!=cState.depthTest )
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      {
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      cState.depthTest = mState.depthTest;
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      if (cState.depthTest == 0)
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        {
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        //android.util.Log.d("State", "disabling depth test");
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        GLES30.glDisable(GLES30.GL_DEPTH_TEST);
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        }
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      else
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        {
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        //android.util.Log.d("State", "enable depth test");
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        GLES30.glEnable(GLES30.GL_DEPTH_TEST);
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        }
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      }
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    /////////////////////////////////////////////////////
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    // 3. Change Depth Function?
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    if( mState.depthFunc!=cState.depthFunc )
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      {
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      //android.util.Log.d("State", "setting depth func");
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      cState.depthFunc = mState.depthFunc;
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      GLES30.glDepthFunc(cState.depthFunc);
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      }
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    /////////////////////////////////////////////////////
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    // 4. Write to Depth buffer?
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    if( mState.depthMask!=cState.depthMask )
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      {
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      //android.util.Log.d("State", "setting depth mask");
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      cState.depthMask = mState.depthMask;
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      GLES30.glDepthMask(cState.depthMask==1);
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      }
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    /////////////////////////////////////////////////////
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    // 5. Enable Blending?
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    if( mState.blend!=cState.blend )
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      {
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      cState.blend = mState.blend;
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      if (cState.blend == 0)
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        {
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        //android.util.Log.d("State", "disabling blending");
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        GLES30.glDisable(GLES30.GL_BLEND);
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        }
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      else
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        {
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        //android.util.Log.d("State", "enabling blending");
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        GLES30.glEnable(GLES30.GL_BLEND);
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        }
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      }
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    /////////////////////////////////////////////////////
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    // 6. Change Blend function?
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    if( mState.blendSrc!=cState.blendSrc || mState.blendDst!=cState.blendDst )
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      {
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      //android.util.Log.d("State", "setting blend function");
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      cState.blendSrc = mState.blendSrc;
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      cState.blendDst = mState.blendDst;
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      GLES30.glBlendFunc(cState.blendSrc,cState.blendDst);
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      }
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    /////////////////////////////////////////////////////
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    // 7. Enable/Disable Stencil Test?
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    if( mState.stencilTest!=cState.stencilTest )
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      {
359
      cState.stencilTest = mState.stencilTest;
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361
      if (cState.stencilTest == 0)
362
        {
363
        //android.util.Log.d("State", "disabling stencil test");
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        GLES30.glDisable(GLES30.GL_STENCIL_TEST);
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        }
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      else
367
        {
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        //android.util.Log.d("State", "enabling stencil test");
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        GLES30.glEnable(GLES30.GL_STENCIL_TEST);
370
        }
371
      }
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    /////////////////////////////////////////////////////
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    // 8. Adjust Stencil function?
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    if( mState.stencilFuncFunc!=cState.stencilFuncFunc || mState.stencilFuncRef!=cState.stencilFuncRef || mState.stencilFuncMask!=cState.stencilFuncMask )
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      {
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      //android.util.Log.d("State", "setting stencil function");
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      cState.stencilFuncFunc = mState.stencilFuncFunc;
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      cState.stencilFuncRef  = mState.stencilFuncRef ;
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      cState.stencilFuncMask = mState.stencilFuncMask;
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      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
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      }
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    /////////////////////////////////////////////////////
385
    // 9. Adjust Stencil operation?
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    if( mState.stencilOpSfail!=cState.stencilOpSfail || mState.stencilOpDpfail!=cState.stencilOpDpfail || mState.stencilOpDppass!=cState.stencilOpDppass )
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      {
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      //android.util.Log.d("State", "setting stencil op");
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      cState.stencilOpSfail = mState.stencilOpSfail;
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      cState.stencilOpDpfail= mState.stencilOpDpfail;
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      cState.stencilOpDppass= mState.stencilOpDppass;
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      GLES30.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
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      }
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    /////////////////////////////////////////////////////
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    // 10. Write to Stencil buffer?
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    if( mState.stencilMask!=cState.stencilMask )
398
      {
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      //android.util.Log.d("State", "setting stencil mask");
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      cState.stencilMask = mState.stencilMask;
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      GLES30.glStencilMask(cState.stencilMask);
402
      }
403

    
404
    /////////////////////////////////////////////////////
405
    // 11. Clear buffers?
406
    if( mClear!=0 )
407
      {
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      //android.util.Log.d("State", "clearing buffer");
409
      GLES30.glClear(mClear);
410
      }
411
    }
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413
///////////////////////////////////////////////////////////////////////////////////////////////////
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415
  void glColorMask(boolean r, boolean g, boolean b, boolean a)
416
    {
417
    mState.colorMaskR = (r ? 1:0);
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    mState.colorMaskG = (g ? 1:0);
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    mState.colorMaskB = (b ? 1:0);
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    mState.colorMaskA = (a ? 1:0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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425
  void glDepthMask(boolean mask)
426
    {
427
    mState.depthMask = (mask ? 1:0);
428
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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432
  void glStencilMask(int mask)
433
    {
434
    mState.stencilMask = mask;
435
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
438

    
439
  void glEnable(int test)
440
    {
441
         if( test==GLES30.GL_DEPTH_TEST   ) mState.depthTest   = 1;
442
    else if( test==GLES30.GL_STENCIL_TEST ) mState.stencilTest = 1;
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    else if( test==GLES30.GL_BLEND        ) mState.blend       = 1;
444
    }
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446
///////////////////////////////////////////////////////////////////////////////////////////////////
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448
  void glDisable(int test)
449
    {
450
         if( test==GLES30.GL_DEPTH_TEST   ) mState.depthTest   = 0;
451
    else if( test==GLES30.GL_STENCIL_TEST ) mState.stencilTest = 0;
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    else if( test==GLES30.GL_BLEND        ) mState.blend       = 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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457
  void glStencilFunc(int func, int ref, int mask)
458
    {
459
    mState.stencilFuncFunc = func;
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    mState.stencilFuncRef  = ref;
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    mState.stencilFuncMask = mask;
462
    }
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464
///////////////////////////////////////////////////////////////////////////////////////////////////
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466
  void glStencilOp(int sfail, int dpfail, int dppass)
467
    {
468
    mState.stencilOpSfail = sfail;
469
    mState.stencilOpDpfail= dpfail;
470
    mState.stencilOpDppass= dppass;
471
    }
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473
///////////////////////////////////////////////////////////////////////////////////////////////////
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475
  void glDepthFunc(int func)
476
    {
477
    mState.depthFunc = func;
478
    }
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480
///////////////////////////////////////////////////////////////////////////////////////////////////
481

    
482
  void glBlendFunc(int src, int dst)
483
    {
484
    mState.blendSrc = src;
485
    mState.blendDst = dst;
486
    }
487

    
488
///////////////////////////////////////////////////////////////////////////////////////////////////
489

    
490
  void glClear(int mask)
491
    {
492
    mClear = mask;
493
    }
494
}
(10-10/26)