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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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d333eb6b
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Leszek Koltunski
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// //
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Leszek Koltunski
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// Distorted is free software: you can redistribute it and/or modify //
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d333eb6b
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Leszek Koltunski
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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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46b572b5
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Leszek Koltunski
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Leszek Koltunski
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package org.distorted.library.main;
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import android.opengl.GLES30;
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import org.distorted.library.mesh.MeshBase;
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import java.util.ArrayList;
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import java.util.Collections;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Class which represents a Node in a Tree of (InputSurface,Mesh,Effects) triplets.
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* <p>
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* Having organized such sets into a Tree, we can then render any Node to any OutputSurface.
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* That recursively renders the set held in the Node and all its children.
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* <p>
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* The class takes special care to only render identical sub-trees once. Each Node holds a reference
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* to sub-class 'NodeData'. Two identical sub-trees attached at different points of the main tree
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* will point to the same NodeData; only the first of this is rendered (mData.numRender!).
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*/
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public class DistortedNode implements InternalChildrenList.Parent
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{
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private static final int DEFAULT_FBO_SIZE = 100;
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private final MeshBase mMesh;
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private final DistortedEffects mEffects;
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private final InternalRenderState mState;
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private final InternalChildrenList mChildren;
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private InternalChildrenList.Parent mParent;
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private InternalSurface mSurface;
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private InternalNodeData mData;
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private int mFboW, mFboH, mFboDepthStencil;
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private boolean mRenderWayOIT;
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private float mFOV, mNear;
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private long mLastTime;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void markForDeletion()
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{
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if( mData.removeData() )
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{
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mData.mFBO.markForDeletion();
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mData.mFBO = null;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// [3] --> the postprocessing queue. See EffectType.
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long getBucket()
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{
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return mEffects.getQueues()[3].getID();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private ArrayList<Long> generateIDList()
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{
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ArrayList<Long> ret = new ArrayList<>();
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int numChildren = mChildren.getNumChildren();
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if( numChildren==0 )
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{
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// add a negative number so this leaf never gets confused with a internal node
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// with a single child that happens to have ID identical to some leaf's Effects ID.
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ret.add(-mEffects.getID());
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}
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else
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{
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DistortedNode node;
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for(int i=0; i<numChildren; i++)
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{
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node = mChildren.getChild(i);
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ret.add(node.mData.ID);
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}
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// A bit questionable decision here - we are sorting the children IDs, which means
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// that order in which we draw the children is going to be undefined (well, this is not
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// strictly speaking true - when rendering, if no postprocessing and isomorphism are
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// involved, we *DO* render the children in order they were added; if however there
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// are two internal nodes with the same list of identical children, just added in a
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// different order each time, then we consider them isomorphic, i.e. identical and only
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// render the first one. If then two children of such 'pseudo-isomorphic' nodes are at
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// exactly the same Z-height this might result in some unexpected sights).
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//
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// Reason: with the children being sorted by postprocessing buckets, the order is
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// undefined anyway (although only when postprocessing is applied).
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//
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// See the consequences in the 'Olympic' app - remove a few leaves and add them back in
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// different order. You will see the number of renders go back to the original 15.
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Collections.sort(ret);
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}
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ret.add( 0, mSurface.getID() );
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* This is not really part of the public API. Has to be public only because it is a part of the
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* InternalChildrenList.Parent interface.
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*
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* @y.exclude
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*/
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public void adjustIsomorphism()
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{
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InternalNodeData newData = InternalNodeData.returnData(generateIDList());
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boolean deleteOldFBO = mData.removeData();
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boolean createNewFBO = (mChildren.getNumChildren()>0 && newData.mFBO==null);
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if( deleteOldFBO && createNewFBO )
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{
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newData.mFBO = mData.mFBO;
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}
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else if( deleteOldFBO )
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{
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mData.mFBO.markForDeletion();
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mData.mFBO = null;
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}
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else if( createNewFBO )
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{
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newData.mFBO = allocateNewFBO();
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}
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mData = newData;
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if( mParent!=null ) mParent.adjustIsomorphism();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
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int drawNoBlend(long currTime, InternalOutputSurface surface)
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{
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InternalSurface input = getSurface();
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if( input.setAsInput() )
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{
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mState.apply();
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GLES30.glDisable(GLES30.GL_BLEND);
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if( mLastTime==0 ) mLastTime=currTime;
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DistortedLibrary.drawPriv(mEffects, mMesh, surface, currTime, (currTime-mLastTime));
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mLastTime = currTime;
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GLES30.glEnable(GLES30.GL_BLEND);
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return 1;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Use the Order Independent Transparency method to draw a non-postprocessed child.
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int drawOIT(long currTime, InternalOutputSurface surface)
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{
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InternalSurface input = getSurface();
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if( input.setAsInput() )
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{
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mState.apply();
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Leszek Koltunski
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if( mLastTime==0 ) mLastTime=currTime;
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DistortedLibrary.drawPrivOIT(mEffects, mMesh, surface, currTime, (currTime-mLastTime));
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mLastTime = currTime;
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c1a38ba3
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Leszek Koltunski
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return 1;
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}
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return 0;
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}
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leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
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7602a827
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Leszek Koltunski
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int draw(long currTime, InternalOutputSurface surface)
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{
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InternalSurface input = getSurface();
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if( input.setAsInput() )
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{
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mState.apply();
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if( mLastTime==0 ) mLastTime=currTime;
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DistortedLibrary.drawPriv(mEffects, mMesh, surface, currTime, (currTime-mLastTime));
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mLastTime = currTime;
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return 1;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the total number of render calls issued
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int renderRecursive(long currTime)
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{
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217 |
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int numRenders = 0;
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11845a9e
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int numChildren = mChildren.getNumChildren();
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219 |
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if( numChildren>0 && mData.notRenderedYetAtThisTime(currTime) )
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221 |
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{
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222 |
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DistortedNode node;
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long oldBucket=0, newBucket;
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11845a9e
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for (int i=0; i<numChildren; i++)
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0c303a2c
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{
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227 |
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node = mChildren.getChild(i);
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newBucket = node.getBucket();
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numRenders += node.renderRecursive(currTime);
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if( newBucket<oldBucket ) mChildren.rearrangeByBuckets(i,newBucket);
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else oldBucket=newBucket;
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}
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if( mData.mFBO==null ) mData.mFBO = allocateNewFBO();
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mData.mFBO.setAsOutput(currTime);
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if( mSurface.setAsInput() )
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{
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239 |
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numRenders++;
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240 |
7602a827
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Leszek Koltunski
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DistortedLibrary.blitPriv(mData.mFBO);
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241 |
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}
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242 |
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numRenders += mData.mFBO.renderChildren(currTime,numChildren,mChildren,0, mRenderWayOIT);
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244 |
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}
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return numRenders;
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247 |
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}
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248 |
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249 |
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leszek
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///////////////////////////////////////////////////////////////////////////////////////////////////
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250 |
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251 |
11845a9e
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private DistortedFramebuffer allocateNewFBO()
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252 |
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{
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253 |
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int width, height;
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254 |
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255 |
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if( mFboW>0 && mFboH>0 )
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256 |
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{
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257 |
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width = mFboW;
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258 |
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height= mFboH;
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259 |
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}
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260 |
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else
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261 |
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{
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262 |
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if( mSurface instanceof DistortedFramebuffer )
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263 |
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{
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264 |
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DistortedFramebuffer fbo = (DistortedFramebuffer)mSurface;
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265 |
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width = fbo.mWidth;
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266 |
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height= fbo.mHeight;
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267 |
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}
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else
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269 |
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{
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270 |
209ea1c7
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width = DEFAULT_FBO_SIZE;
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271 |
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height= DEFAULT_FBO_SIZE;
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272 |
9ecac8cd
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Leszek Koltunski
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}
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273 |
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}
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274 |
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275 |
209ea1c7
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Leszek Koltunski
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DistortedFramebuffer fbo = new DistortedFramebuffer(1,mFboDepthStencil, InternalSurface.TYPE_TREE, width, height);
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276 |
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if( mFOV!=InternalOutputSurface.DEFAULT_FOV || mNear!=InternalOutputSurface.DEFAULT_NEAR )
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278 |
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{
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279 |
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fbo.setProjection(mFOV,mNear);
|
280 |
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}
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281 |
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return fbo;
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283 |
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}
|
284 |
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285 |
3272cfb8
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
286 |
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287 |
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|
void resetLastTime()
|
288 |
|
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{
|
289 |
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mLastTime = 0;
|
290 |
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}
|
291 |
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292 |
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Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
293 |
|
|
|
294 |
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|
Leszek Koltunski
|
void setParent(InternalChildrenList.Parent parent)
|
295 |
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|
Leszek Koltunski
|
{
|
296 |
|
|
mParent = parent;
|
297 |
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|
leszek
|
}
|
298 |
|
|
|
299 |
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|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
300 |
|
|
// PUBLIC API
|
301 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
302 |
|
|
/**
|
303 |
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|
Leszek Koltunski
|
* Constructs new Node.
|
304 |
6a06a912
|
Leszek Koltunski
|
*
|
305 |
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|
leszek
|
* @param surface InputSurface to put into the new Node.
|
306 |
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|
Leszek Koltunski
|
* @param effects DistortedEffects to put into the new Node.
|
307 |
715e7726
|
Leszek Koltunski
|
* @param mesh MeshBase to put into the new Node.
|
308 |
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|
Leszek Koltunski
|
*/
|
309 |
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|
Leszek Koltunski
|
public DistortedNode(InternalSurface surface, DistortedEffects effects, MeshBase mesh)
|
310 |
6a06a912
|
Leszek Koltunski
|
{
|
311 |
835b197e
|
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|
mLastTime = 0;
|
312 |
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|
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|
mSurface = surface;
|
313 |
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|
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|
mEffects = effects;
|
314 |
|
|
mMesh = mesh;
|
315 |
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|
Leszek Koltunski
|
mState = new InternalRenderState();
|
316 |
|
|
mChildren = new InternalChildrenList(this);
|
317 |
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|
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|
mParent = null;
|
318 |
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|
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|
mRenderWayOIT = false;
|
319 |
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|
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|
|
320 |
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Leszek Koltunski
|
mFOV = InternalOutputSurface.DEFAULT_FOV;
|
321 |
|
|
mNear= InternalOutputSurface.DEFAULT_NEAR;
|
322 |
|
|
|
323 |
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|
Leszek Koltunski
|
mFboW = 0; // i.e. take this from
|
324 |
c90aca24
|
Leszek Koltunski
|
mFboH = 0; // mEffects's stretch{X,Y}
|
325 |
23eecbd9
|
Leszek Koltunski
|
mFboDepthStencil = DistortedFramebuffer.DEPTH_NO_STENCIL;
|
326 |
|
|
|
327 |
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|
Leszek Koltunski
|
mData = InternalNodeData.returnData(generateIDList());
|
328 |
6a06a912
|
Leszek Koltunski
|
}
|
329 |
|
|
|
330 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
331 |
|
|
/**
|
332 |
a09ada4c
|
Leszek Koltunski
|
* Copy-constructs new Node from another Node.
|
333 |
6a06a912
|
Leszek Koltunski
|
*
|
334 |
a09ada4c
|
Leszek Koltunski
|
* @param node The DistortedNode to copy data from.
|
335 |
6a06a912
|
Leszek Koltunski
|
* @param flags bit field composed of a subset of the following:
|
336 |
7602a827
|
Leszek Koltunski
|
* {@link DistortedLibrary#CLONE_SURFACE}, {@link DistortedLibrary#CLONE_MATRIX}, {@link DistortedLibrary#CLONE_VERTEX},
|
337 |
|
|
* {@link DistortedLibrary#CLONE_FRAGMENT} and {@link DistortedLibrary#CLONE_CHILDREN}.
|
338 |
29a06526
|
Leszek Koltunski
|
* For example flags = CLONE_SURFACE | CLONE_CHILDREN.
|
339 |
6a06a912
|
Leszek Koltunski
|
*/
|
340 |
a09ada4c
|
Leszek Koltunski
|
public DistortedNode(DistortedNode node, int flags)
|
341 |
6a06a912
|
Leszek Koltunski
|
{
|
342 |
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|
Leszek Koltunski
|
mLastTime = 0;
|
343 |
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|
leszek
|
mEffects = new DistortedEffects(node.mEffects,flags);
|
344 |
|
|
mMesh = node.mMesh;
|
345 |
7602a827
|
Leszek Koltunski
|
mState = new InternalRenderState();
|
346 |
be60d4ff
|
leszek
|
mParent = null;
|
347 |
406e2f6b
|
Leszek Koltunski
|
mRenderWayOIT = false;
|
348 |
9361b337
|
Leszek Koltunski
|
|
349 |
209ea1c7
|
Leszek Koltunski
|
mFOV = InternalOutputSurface.DEFAULT_FOV;
|
350 |
|
|
mNear= InternalOutputSurface.DEFAULT_NEAR;
|
351 |
|
|
|
352 |
23eecbd9
|
Leszek Koltunski
|
mFboW = node.mFboW;
|
353 |
|
|
mFboH = node.mFboH;
|
354 |
|
|
mFboDepthStencil = node.mFboDepthStencil;
|
355 |
|
|
|
356 |
7602a827
|
Leszek Koltunski
|
if( (flags & DistortedLibrary.CLONE_SURFACE) != 0 )
|
357 |
e7a20702
|
Leszek Koltunski
|
{
|
358 |
c5369f1b
|
leszek
|
mSurface = node.mSurface;
|
359 |
e7a20702
|
Leszek Koltunski
|
}
|
360 |
|
|
else
|
361 |
|
|
{
|
362 |
c5369f1b
|
leszek
|
if( node.mSurface instanceof DistortedTexture )
|
363 |
8ca9f899
|
Leszek Koltunski
|
{
|
364 |
c90aca24
|
Leszek Koltunski
|
mSurface = new DistortedTexture(InternalSurface.TYPE_TREE);
|
365 |
8ca9f899
|
Leszek Koltunski
|
}
|
366 |
c5369f1b
|
leszek
|
else if( node.mSurface instanceof DistortedFramebuffer )
|
367 |
8ca9f899
|
Leszek Koltunski
|
{
|
368 |
d58b50e7
|
Leszek Koltunski
|
DistortedFramebuffer fbo = (DistortedFramebuffer)node.mSurface;
|
369 |
|
|
|
370 |
|
|
int w = fbo.getWidth();
|
371 |
|
|
int h = fbo.getHeight();
|
372 |
23eecbd9
|
Leszek Koltunski
|
int depthStencil = DistortedFramebuffer.NO_DEPTH_NO_STENCIL;
|
373 |
89de975c
|
leszek
|
|
374 |
d58b50e7
|
Leszek Koltunski
|
if( fbo.hasDepth() )
|
375 |
89de975c
|
leszek
|
{
|
376 |
d58b50e7
|
Leszek Koltunski
|
boolean hasStencil = fbo.hasStencil();
|
377 |
89de975c
|
leszek
|
depthStencil = (hasStencil ? DistortedFramebuffer.BOTH_DEPTH_STENCIL:DistortedFramebuffer.DEPTH_NO_STENCIL);
|
378 |
|
|
}
|
379 |
|
|
|
380 |
7602a827
|
Leszek Koltunski
|
mSurface = new DistortedFramebuffer(1,depthStencil, InternalSurface.TYPE_TREE,w,h);
|
381 |
8ca9f899
|
Leszek Koltunski
|
}
|
382 |
e7a20702
|
Leszek Koltunski
|
}
|
383 |
11845a9e
|
Leszek Koltunski
|
|
384 |
7602a827
|
Leszek Koltunski
|
if( (flags & DistortedLibrary.CLONE_CHILDREN) != 0 )
|
385 |
6a06a912
|
Leszek Koltunski
|
{
|
386 |
|
|
mChildren = node.mChildren;
|
387 |
|
|
}
|
388 |
|
|
else
|
389 |
|
|
{
|
390 |
7602a827
|
Leszek Koltunski
|
mChildren = new InternalChildrenList(this);
|
391 |
6a06a912
|
Leszek Koltunski
|
}
|
392 |
26a4e5f6
|
leszek
|
|
393 |
7602a827
|
Leszek Koltunski
|
mData = InternalNodeData.returnData(generateIDList());
|
394 |
6a06a912
|
Leszek Koltunski
|
}
|
395 |
c204c69d
|
leszek
|
|
396 |
406e2f6b
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
397 |
b4999b55
|
Leszek Koltunski
|
/**
|
398 |
|
|
* Change the input surface while keeping everything else about the Node the same.
|
399 |
|
|
*
|
400 |
|
|
* @param surface The new input surface.
|
401 |
|
|
*/
|
402 |
|
|
public void changeInputSurface(InternalSurface surface)
|
403 |
|
|
{
|
404 |
|
|
mSurface = surface;
|
405 |
|
|
}
|
406 |
|
|
|
407 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
408 |
|
|
|
409 |
406e2f6b
|
Leszek Koltunski
|
/**
|
410 |
|
|
* When rendering this Node, should we use the Order Independent Transparency render more?
|
411 |
|
|
* <p>
|
412 |
|
|
* There are two modes of rendering: the fast 'normal' way, which however renders transparent
|
413 |
|
|
* fragments in different ways depending on which fragments get rendered first, or the slower
|
414 |
|
|
* 'oit' way, which renders transparent fragments correctly regardless of their order.
|
415 |
|
|
*
|
416 |
|
|
* @param oit True if we want to render more slowly, but in a way which accounts for transparency.
|
417 |
|
|
*/
|
418 |
|
|
public void setOrderIndependentTransparency(boolean oit)
|
419 |
|
|
{
|
420 |
|
|
mRenderWayOIT = oit;
|
421 |
|
|
}
|
422 |
|
|
|
423 |
12f9e4bb
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
424 |
|
|
/**
|
425 |
|
|
* When rendering this Node, should we use the Order Independent Transparency render more?
|
426 |
|
|
* <p>
|
427 |
|
|
* There are two modes of rendering: the fast 'normal' way, which however renders transparent
|
428 |
|
|
* fragments in different ways depending on which fragments get rendered first, or the slower
|
429 |
|
|
* 'oit' way, which renders transparent fragments correctly regardless of their order.
|
430 |
|
|
*
|
431 |
|
|
* @param oit True if we want to render more slowly, but in a way which accounts for transparency.
|
432 |
|
|
* @param initialSize Initial number of transparent fragments we expect, in screenfulls.
|
433 |
f953bee0
|
Leszek Koltunski
|
* I.e '1.0' means 'the scene we are going to render contains dialog_about 1 screen
|
434 |
12f9e4bb
|
Leszek Koltunski
|
* worth of transparent fragments'. Valid values: 0.0 < initialSize < 10.0
|
435 |
|
|
* Even if you get this wrong, the library will detect that there are more
|
436 |
|
|
* transparent fragments than it has space for and readjust its internal buffers,
|
437 |
|
|
* but only after a few frames during which one will probably see missing objects.
|
438 |
|
|
*/
|
439 |
|
|
public void setOrderIndependentTransparency(boolean oit, float initialSize)
|
440 |
|
|
{
|
441 |
|
|
mRenderWayOIT = oit;
|
442 |
|
|
|
443 |
|
|
if( initialSize>0.0f && initialSize<10.0f )
|
444 |
7602a827
|
Leszek Koltunski
|
DistortedLibrary.setSSBOSize(initialSize);
|
445 |
12f9e4bb
|
Leszek Koltunski
|
}
|
446 |
|
|
|
447 |
6a06a912
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
448 |
|
|
/**
|
449 |
|
|
* Adds a new child to the last position in the list of our Node's children.
|
450 |
c204c69d
|
leszek
|
* <p>
|
451 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
452 |
7602a827
|
Leszek Koltunski
|
* InternalMaster (by calling doWork())
|
453 |
c204c69d
|
leszek
|
*
|
454 |
6a06a912
|
Leszek Koltunski
|
* @param node The new Node to add.
|
455 |
|
|
*/
|
456 |
c204c69d
|
leszek
|
public void attach(DistortedNode node)
|
457 |
6a06a912
|
Leszek Koltunski
|
{
|
458 |
11845a9e
|
Leszek Koltunski
|
mChildren.attach(node);
|
459 |
6a06a912
|
Leszek Koltunski
|
}
|
460 |
c204c69d
|
leszek
|
|
461 |
6a06a912
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
462 |
|
|
/**
|
463 |
|
|
* Adds a new child to the last position in the list of our Node's children.
|
464 |
c204c69d
|
leszek
|
* <p>
|
465 |
|
|
* We cannot do this mid-render - actual attachment will be done just before the next render, by the
|
466 |
7602a827
|
Leszek Koltunski
|
* InternalMaster (by calling doWork())
|
467 |
c204c69d
|
leszek
|
*
|
468 |
c5369f1b
|
leszek
|
* @param surface InputSurface to initialize our child Node with.
|
469 |
07d8ef09
|
Leszek Koltunski
|
* @param effects DistortedEffects to initialize our child Node with.
|
470 |
715e7726
|
Leszek Koltunski
|
* @param mesh MeshBase to initialize our child Node with.
|
471 |
6a06a912
|
Leszek Koltunski
|
* @return the newly constructed child Node, or null if we couldn't allocate resources.
|
472 |
|
|
*/
|
473 |
7602a827
|
Leszek Koltunski
|
public DistortedNode attach(InternalSurface surface, DistortedEffects effects, MeshBase mesh)
|
474 |
6a06a912
|
Leszek Koltunski
|
{
|
475 |
11845a9e
|
Leszek Koltunski
|
return mChildren.attach(surface,effects,mesh);
|
476 |
c204c69d
|
leszek
|
}
|
477 |
f8377ef8
|
leszek
|
|
478 |
6a06a912
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
479 |
|
|
/**
|
480 |
|
|
* Removes the first occurrence of a specified child from the list of children of our Node.
|
481 |
c204c69d
|
leszek
|
* <p>
|
482 |
|
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
483 |
7602a827
|
Leszek Koltunski
|
* InternalMaster (by calling doWork())
|
484 |
c204c69d
|
leszek
|
*
|
485 |
6a06a912
|
Leszek Koltunski
|
* @param node The Node to remove.
|
486 |
|
|
*/
|
487 |
c204c69d
|
leszek
|
public void detach(DistortedNode node)
|
488 |
6a06a912
|
Leszek Koltunski
|
{
|
489 |
11845a9e
|
Leszek Koltunski
|
mChildren.detach(node);
|
490 |
6a06a912
|
Leszek Koltunski
|
}
|
491 |
a09ada4c
|
Leszek Koltunski
|
|
492 |
6a06a912
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
493 |
|
|
/**
|
494 |
|
|
* Removes the first occurrence of a specified child from the list of children of our Node.
|
495 |
a09ada4c
|
Leszek Koltunski
|
* <p>
|
496 |
|
|
* A bit questionable method as there can be many different Nodes attached as children, some
|
497 |
|
|
* of them having the same Effects but - for instance - different Mesh. Use with care.
|
498 |
c204c69d
|
leszek
|
* <p>
|
499 |
|
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
500 |
7602a827
|
Leszek Koltunski
|
* InternalMaster (by calling doWork())
|
501 |
a09ada4c
|
Leszek Koltunski
|
*
|
502 |
07d8ef09
|
Leszek Koltunski
|
* @param effects DistortedEffects to remove.
|
503 |
6a06a912
|
Leszek Koltunski
|
*/
|
504 |
c204c69d
|
leszek
|
public void detach(DistortedEffects effects)
|
505 |
6a06a912
|
Leszek Koltunski
|
{
|
506 |
11845a9e
|
Leszek Koltunski
|
mChildren.detach(effects);
|
507 |
c204c69d
|
leszek
|
}
|
508 |
|
|
|
509 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
510 |
|
|
/**
|
511 |
|
|
* Removes all children Nodes.
|
512 |
|
|
* <p>
|
513 |
|
|
* We cannot do this mid-render - actual detachment will be done just before the next render, by the
|
514 |
7602a827
|
Leszek Koltunski
|
* InternalMaster (by calling doWork())
|
515 |
c204c69d
|
leszek
|
*/
|
516 |
|
|
public void detachAll()
|
517 |
|
|
{
|
518 |
11845a9e
|
Leszek Koltunski
|
mChildren.detachAll();
|
519 |
6a06a912
|
Leszek Koltunski
|
}
|
520 |
13687207
|
leszek
|
|
521 |
27f42cd6
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
522 |
6a06a912
|
Leszek Koltunski
|
/**
|
523 |
421c2728
|
Leszek Koltunski
|
* Returns the DistortedEffects object that's in the Node.
|
524 |
6a06a912
|
Leszek Koltunski
|
*
|
525 |
421c2728
|
Leszek Koltunski
|
* @return The DistortedEffects contained in the Node.
|
526 |
6a06a912
|
Leszek Koltunski
|
*/
|
527 |
421c2728
|
Leszek Koltunski
|
public DistortedEffects getEffects()
|
528 |
6a06a912
|
Leszek Koltunski
|
{
|
529 |
07d8ef09
|
Leszek Koltunski
|
return mEffects;
|
530 |
4e2382f3
|
Leszek Koltunski
|
}
|
531 |
|
|
|
532 |
a13dde77
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
533 |
|
|
/**
|
534 |
eddf0cb7
|
Leszek Koltunski
|
* Returns the surface this object gets rendered to.
|
535 |
a13dde77
|
Leszek Koltunski
|
*
|
536 |
7602a827
|
Leszek Koltunski
|
* @return The InternalSurface contained in the Node (if a leaf), or the FBO (if an internal Node)
|
537 |
a13dde77
|
Leszek Koltunski
|
*/
|
538 |
eddf0cb7
|
Leszek Koltunski
|
public InternalSurface getSurface()
|
539 |
a13dde77
|
Leszek Koltunski
|
{
|
540 |
11845a9e
|
Leszek Koltunski
|
return mChildren.getNumChildren()==0 ? mSurface : mData.mFBO;
|
541 |
a13dde77
|
Leszek Koltunski
|
}
|
542 |
|
|
|
543 |
f1a82766
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
544 |
|
|
/**
|
545 |
|
|
* Returns the Mesh object that's in the Node.
|
546 |
|
|
*
|
547 |
|
|
* @return Mesh contained in the Node.
|
548 |
|
|
*/
|
549 |
715e7726
|
Leszek Koltunski
|
public MeshBase getMesh()
|
550 |
f1a82766
|
Leszek Koltunski
|
{
|
551 |
|
|
return mMesh;
|
552 |
|
|
}
|
553 |
|
|
|
554 |
8c327653
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
555 |
|
|
/**
|
556 |
23eecbd9
|
Leszek Koltunski
|
* Resizes the DistortedFramebuffer object that we render this Node to.
|
557 |
8c327653
|
Leszek Koltunski
|
*/
|
558 |
9ecac8cd
|
Leszek Koltunski
|
public void resizeFBO(int width, int height)
|
559 |
8c327653
|
Leszek Koltunski
|
{
|
560 |
23eecbd9
|
Leszek Koltunski
|
mFboW = width;
|
561 |
|
|
mFboH = height;
|
562 |
|
|
|
563 |
|
|
if ( mData.mFBO !=null )
|
564 |
|
|
{
|
565 |
|
|
// TODO: potentially allocate a new NodeData if we have to
|
566 |
|
|
mData.mFBO.resize(width,height);
|
567 |
|
|
}
|
568 |
|
|
}
|
569 |
|
|
|
570 |
209ea1c7
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
571 |
|
|
/**
|
572 |
|
|
* Set Projection Matrix for the Framebuffer contained in this Node.
|
573 |
|
|
* <p>
|
574 |
|
|
* If this Node is a Leaf and has no Framebuffer in it, this call does nothing.
|
575 |
|
|
*
|
576 |
|
|
* @param fov Vertical 'field of view' of the Projection frustrum (in degrees).
|
577 |
|
|
* Valid values: 0<=fov<180. FOV==0 means 'parallel projection'.
|
578 |
|
|
* @param near The Near plane.
|
579 |
|
|
*/
|
580 |
|
|
public void setProjection(float fov, float near)
|
581 |
|
|
{
|
582 |
|
|
if( fov < 180.0f && fov >=0.0f )
|
583 |
|
|
{
|
584 |
|
|
mFOV = fov;
|
585 |
|
|
}
|
586 |
|
|
|
587 |
|
|
if( near< 1.0f && near> 0.0f )
|
588 |
|
|
{
|
589 |
|
|
mNear= near;
|
590 |
|
|
}
|
591 |
|
|
else if( near<=0.0f )
|
592 |
|
|
{
|
593 |
|
|
mNear = 0.01f;
|
594 |
|
|
}
|
595 |
|
|
else if( near>=1.0f )
|
596 |
|
|
{
|
597 |
|
|
mNear=0.99f;
|
598 |
|
|
}
|
599 |
|
|
|
600 |
|
|
if( mData.mFBO!=null )
|
601 |
|
|
{
|
602 |
|
|
mData.mFBO.setProjection(mFOV,mNear);
|
603 |
|
|
}
|
604 |
|
|
}
|
605 |
|
|
|
606 |
23eecbd9
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
607 |
|
|
/**
|
608 |
|
|
* Enables/disables DEPTH and STENCIL buffers in the Framebuffer object that we render this Node to.
|
609 |
|
|
*/
|
610 |
|
|
public void enableDepthStencil(int depthStencil)
|
611 |
|
|
{
|
612 |
|
|
mFboDepthStencil = depthStencil;
|
613 |
|
|
|
614 |
|
|
if ( mData.mFBO !=null )
|
615 |
|
|
{
|
616 |
|
|
// TODO: potentially allocate a new NodeData if we have to
|
617 |
|
|
mData.mFBO.enableDepthStencil(depthStencil);
|
618 |
|
|
}
|
619 |
8c327653
|
Leszek Koltunski
|
}
|
620 |
6a06a912
|
Leszek Koltunski
|
|
621 |
ad16ed3b
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
622 |
|
|
// APIs that control how to set the OpenGL state just before rendering this Node.
|
623 |
c834348d
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
624 |
|
|
/**
|
625 |
|
|
* When rendering this Node, use ColorMask (r,g,b,a).
|
626 |
|
|
*
|
627 |
|
|
* @param r Write to the RED color channel when rendering this Node?
|
628 |
|
|
* @param g Write to the GREEN color channel when rendering this Node?
|
629 |
|
|
* @param b Write to the BLUE color channel when rendering this Node?
|
630 |
|
|
* @param a Write to the ALPHA channel when rendering this Node?
|
631 |
|
|
*/
|
632 |
13687207
|
leszek
|
@SuppressWarnings("unused")
|
633 |
c834348d
|
leszek
|
public void glColorMask(boolean r, boolean g, boolean b, boolean a)
|
634 |
|
|
{
|
635 |
|
|
mState.glColorMask(r,g,b,a);
|
636 |
|
|
}
|
637 |
|
|
|
638 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
639 |
|
|
/**
|
640 |
|
|
* When rendering this Node, switch on writing to Depth buffer?
|
641 |
|
|
*
|
642 |
|
|
* @param mask Write to the Depth buffer when rendering this Node?
|
643 |
|
|
*/
|
644 |
13687207
|
leszek
|
@SuppressWarnings("unused")
|
645 |
c834348d
|
leszek
|
public void glDepthMask(boolean mask)
|
646 |
|
|
{
|
647 |
|
|
mState.glDepthMask(mask);
|
648 |
|
|
}
|
649 |
|
|
|
650 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
651 |
|
|
/**
|
652 |
|
|
* When rendering this Node, which bits of the Stencil buffer to write to?
|
653 |
|
|
*
|
654 |
|
|
* @param mask Marks the bits of the Stencil buffer we will write to when rendering this Node.
|
655 |
|
|
*/
|
656 |
13687207
|
leszek
|
@SuppressWarnings("unused")
|
657 |
c834348d
|
leszek
|
public void glStencilMask(int mask)
|
658 |
|
|
{
|
659 |
|
|
mState.glStencilMask(mask);
|
660 |
|
|
}
|
661 |
|
|
|
662 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
663 |
|
|
/**
|
664 |
|
|
* When rendering this Node, which Tests to enable?
|
665 |
|
|
*
|
666 |
|
|
* @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
|
667 |
|
|
*/
|
668 |
13687207
|
leszek
|
@SuppressWarnings("unused")
|
669 |
c834348d
|
leszek
|
public void glEnable(int test)
|
670 |
|
|
{
|
671 |
|
|
mState.glEnable(test);
|
672 |
|
|
}
|
673 |
|
|
|
674 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
675 |
|
|
/**
|
676 |
|
|
* When rendering this Node, which Tests to enable?
|
677 |
|
|
*
|
678 |
|
|
* @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
|
679 |
|
|
*/
|
680 |
13687207
|
leszek
|
@SuppressWarnings("unused")
|
681 |
c834348d
|
leszek
|
public void glDisable(int test)
|
682 |
|
|
{
|
683 |
|
|
mState.glDisable(test);
|
684 |
|
|
}
|
685 |
|
|
|
686 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
687 |
|
|
/**
|
688 |
|
|
* When rendering this Node, use the following StencilFunc.
|
689 |
|
|
*
|
690 |
|
|
* @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
|
691 |
|
|
* @param ref Reference valut to compare our stencil with.
|
692 |
|
|
* @param mask Mask used when comparing.
|
693 |
|
|
*/
|
694 |
13687207
|
leszek
|
@SuppressWarnings("unused")
|
695 |
c834348d
|
leszek
|
public void glStencilFunc(int func, int ref, int mask)
|
696 |
|
|
{
|
697 |
|
|
mState.glStencilFunc(func,ref,mask);
|
698 |
|
|
}
|
699 |
|
|
|
700 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
701 |
|
|
/**
|
702 |
|
|
* When rendering this Node, use the following StencilOp.
|
703 |
|
|
* <p>
|
704 |
|
|
* Valid values of all 3 parameters: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP
|
705 |
|
|
*
|
706 |
|
|
* @param sfail What to do when Stencil Test fails.
|
707 |
|
|
* @param dpfail What to do when Depth Test fails.
|
708 |
|
|
* @param dppass What to do when Depth Test passes.
|
709 |
|
|
*/
|
710 |
13687207
|
leszek
|
@SuppressWarnings("unused")
|
711 |
c834348d
|
leszek
|
public void glStencilOp(int sfail, int dpfail, int dppass)
|
712 |
|
|
{
|
713 |
|
|
mState.glStencilOp(sfail,dpfail,dppass);
|
714 |
|
|
}
|
715 |
|
|
|
716 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
717 |
|
|
/**
|
718 |
|
|
* When rendering this Node, use the following DepthFunc.
|
719 |
|
|
*
|
720 |
|
|
* @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
|
721 |
|
|
*/
|
722 |
13687207
|
leszek
|
@SuppressWarnings("unused")
|
723 |
c834348d
|
leszek
|
public void glDepthFunc(int func)
|
724 |
|
|
{
|
725 |
|
|
mState.glDepthFunc(func);
|
726 |
|
|
}
|
727 |
|
|
|
728 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
729 |
|
|
/**
|
730 |
|
|
* When rendering this Node, use the following Blending mode.
|
731 |
|
|
* <p>
|
732 |
|
|
* Valid values: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
|
733 |
|
|
* GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
|
734 |
|
|
* GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_SRC_ALPHA_SATURATE
|
735 |
|
|
*
|
736 |
|
|
* @param src Source Blend function
|
737 |
|
|
* @param dst Destination Blend function
|
738 |
|
|
*/
|
739 |
13687207
|
leszek
|
@SuppressWarnings("unused")
|
740 |
c834348d
|
leszek
|
public void glBlendFunc(int src, int dst)
|
741 |
|
|
{
|
742 |
|
|
mState.glBlendFunc(src,dst);
|
743 |
|
|
}
|
744 |
ad16ed3b
|
Leszek Koltunski
|
|
745 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
746 |
|
|
/**
|
747 |
|
|
* Before rendering this Node, clear the following buffers.
|
748 |
|
|
* <p>
|
749 |
|
|
* Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
|
750 |
|
|
* GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
|
751 |
|
|
* Default: 0
|
752 |
|
|
*
|
753 |
|
|
* @param mask bitwise OR of BUFFER_BITs to clear.
|
754 |
|
|
*/
|
755 |
|
|
@SuppressWarnings("unused")
|
756 |
|
|
public void glClear(int mask)
|
757 |
|
|
{
|
758 |
|
|
mState.glClear(mask);
|
759 |
|
|
}
|
760 |
8c327653
|
Leszek Koltunski
|
}
|