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library / src / main / java / org / distorted / library / main / DistortedRenderState.java @ c41d046c

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import android.opengl.GLES31;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Remember the OpenGL state.
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 * <p>
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 * This is a member of DistortedNode. Remembers the OpenGL state we want to set just before rendering
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 * the Node.
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 * <p>
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 * Only for use by the library itself.
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 *
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 * @y.exclude
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 */
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public class DistortedRenderState
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{
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  // TODO: figure this out dynamically; this assumes 8 bit stencil buffer.
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  private static final int STENCIL_MASK = (1<<8)-1;
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  private static class RenderState
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    {
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    private int colorMaskR, colorMaskG, colorMaskB, colorMaskA;
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    private int depthMask;
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    private int stencilMask;
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    private int depthTest;
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    private int stencilTest;
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    private int stencilFuncFunc, stencilFuncRef, stencilFuncMask;
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    private int stencilOpSfail, stencilOpDpfail, stencilOpDppass;
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    private int depthFunc;
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    private int blend;
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    private int blendSrc, blendDst;
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    }
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  private RenderState mState;          // state the current object wants to have
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  static private RenderState cState = new RenderState();   // current OpenGL Stave
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  static private RenderState sState = new RenderState();   // saved OpenGL state
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  private int mClear;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// default: color writes on, depth test and writes on, blending on, stencil off.
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  DistortedRenderState()
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    {
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    mState = new RenderState();
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    mState.colorMaskR = 1;
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    mState.colorMaskG = 1;
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    mState.colorMaskB = 1;
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    mState.colorMaskA = 1;
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    mState.depthTest  = 1;
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    mState.depthMask  = 1;
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    mState.depthFunc  = GLES31.GL_LEQUAL;
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    mState.blend      = 1;
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    mState.blendSrc   = GLES31.GL_SRC_ALPHA;
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    mState.blendDst   = GLES31.GL_ONE_MINUS_SRC_ALPHA;
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    mState.stencilTest     = 0;
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    mState.stencilMask     = STENCIL_MASK;
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    mState.stencilFuncFunc = GLES31.GL_NEVER;
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    mState.stencilFuncRef  = 0;
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    mState.stencilFuncMask = STENCIL_MASK;
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    mState.stencilOpSfail  = GLES31.GL_KEEP;
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    mState.stencilOpDpfail = GLES31.GL_KEEP;
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    mState.stencilOpDppass = GLES31.GL_KEEP;
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    mClear = 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// reset state of everything to a known state.
94

    
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  static void reset()
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    {
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    cState.colorMaskR = 1;
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    cState.colorMaskG = 1;
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    cState.colorMaskB = 1;
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    cState.colorMaskA = 1;
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    GLES31.glColorMask(true,true,true,true);
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    cState.depthTest = 1;
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    cState.depthMask = 1;
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    cState.depthFunc = GLES31.GL_LEQUAL;
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    GLES31.glEnable(GLES31.GL_DEPTH_TEST);
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    GLES31.glDepthMask(true);
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    GLES31.glDepthFunc(cState.depthFunc);
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    cState.stencilTest     = 0;
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    cState.stencilMask     = STENCIL_MASK;
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    cState.stencilFuncFunc = GLES31.GL_NEVER;
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    cState.stencilFuncRef  = 0;
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    cState.stencilFuncMask = STENCIL_MASK;
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    cState.stencilOpSfail  = GLES31.GL_KEEP;
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    cState.stencilOpDpfail = GLES31.GL_KEEP;
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    cState.stencilOpDppass = GLES31.GL_KEEP;
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    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
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    GLES31.glStencilMask(cState.stencilMask);
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    cState.blend      = 1;
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    cState.blendSrc   = GLES31.GL_SRC_ALPHA;
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    cState.blendDst   = GLES31.GL_ONE_MINUS_SRC_ALPHA;
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    GLES31.glEnable(GLES31.GL_BLEND);
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    GLES31.glBlendFunc(cState.blendSrc,cState.blendDst);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void colorDepthStencilOn()
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    {
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    sState.colorMaskR = cState.colorMaskR;
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    sState.colorMaskG = cState.colorMaskG;
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    sState.colorMaskB = cState.colorMaskB;
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    sState.colorMaskA = cState.colorMaskA;
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    if( cState.colorMaskR!=1 || cState.colorMaskG!=1 || cState.colorMaskB!=1 || cState.colorMaskA!=1 )
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      {
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      cState.colorMaskR = 1;
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      cState.colorMaskG = 1;
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      cState.colorMaskB = 1;
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      cState.colorMaskA = 1;
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      GLES31.glColorMask(true,true,true,true);
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      }
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    sState.depthMask = cState.depthMask;
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    if( cState.depthMask!=1 )
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      {
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      cState.depthMask = 1;
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      GLES31.glDepthMask(true);
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      }
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    sState.stencilMask = cState.stencilMask;
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    if( cState.stencilMask!= STENCIL_MASK )
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      {
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      cState.stencilMask = STENCIL_MASK;
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      GLES31.glStencilMask(cState.stencilMask);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static void colorDepthStencilRestore()
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    {
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    if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA)
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      {
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      cState.colorMaskR = sState.colorMaskR;
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      cState.colorMaskG = sState.colorMaskG;
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      cState.colorMaskB = sState.colorMaskB;
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      cState.colorMaskA = sState.colorMaskA;
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      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
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      }
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    if( sState.depthMask!=cState.depthMask )
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      {
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      cState.depthMask = sState.depthMask;
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      GLES31.glDepthMask(cState.depthMask==1);
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      }
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    if( sState.stencilMask!=cState.stencilMask )
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      {
182
      cState.stencilMask = sState.stencilMask;
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      GLES31.glStencilMask(cState.stencilMask);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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189
  static void enableDepthTest()
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    {
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    sState.depthTest = cState.depthTest;
192

    
193
    if (cState.depthTest != 1)
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      {
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      cState.depthTest = 1;
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      GLES31.glEnable(GLES31.GL_DEPTH_TEST);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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202
  static void restoreDepthTest()
203
    {
204
    if (sState.depthTest != cState.depthTest)
205
      {
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      cState.depthTest = sState.depthTest;
207

    
208
      if (cState.depthTest == 0)
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        {
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        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
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        }
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      else
213
        {
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        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
220

    
221
  static void switchOffDrawing()
222
    {
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    GLES31.glEnable(GLES31.GL_SCISSOR_TEST);
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    GLES31.glScissor(0,0,0,0);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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229
  static void restoreDrawing()
230
    {
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    GLES31.glDisable(GLES31.GL_SCISSOR_TEST);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
235

    
236
  static void enableStencil()
237
    {
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    sState.stencilTest = cState.stencilTest;
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240
    if (cState.stencilTest != 1)
241
      {
242
      cState.stencilTest = 1;
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      GLES31.glEnable(GLES31.GL_STENCIL_TEST);
244
      }
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246
    sState.stencilFuncFunc = cState.stencilFuncFunc;
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    sState.stencilFuncRef  = cState.stencilFuncRef;
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    sState.stencilFuncMask = cState.stencilFuncMask;
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250
    if( cState.stencilFuncFunc!=GLES31.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
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      {
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      cState.stencilFuncFunc = GLES31.GL_EQUAL;
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      cState.stencilFuncRef  = 1;
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      cState.stencilFuncMask = STENCIL_MASK;
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      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
256
      }
257

    
258
    sState.stencilMask = cState.stencilMask;
259

    
260
    if( cState.stencilMask!= 0x00 )
261
      {
262
      cState.stencilMask = 0x00;
263
      GLES31.glStencilMask(cState.stencilMask);
264
      }
265
    }
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267
///////////////////////////////////////////////////////////////////////////////////////////////////
268

    
269
  static void restoreStencil()
270
    {
271
    if (sState.stencilTest != cState.stencilTest)
272
      {
273
      cState.stencilTest = sState.stencilTest;
274

    
275
      if (cState.stencilTest == 0)
276
        {
277
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
278
        }
279
      else
280
        {
281
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
282
        }
283
      }
284
    if( sState.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask )
285
      {
286
      cState.stencilFuncFunc = sState.stencilFuncFunc;
287
      cState.stencilFuncRef  = sState.stencilFuncRef ;
288
      cState.stencilFuncMask = sState.stencilFuncMask;
289
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
290
      }
291
    if( sState.stencilMask!=cState.stencilMask )
292
      {
293
      cState.stencilMask = sState.stencilMask;
294
      GLES31.glStencilMask(cState.stencilMask);
295
      }
296
    }
297

    
298
///////////////////////////////////////////////////////////////////////////////////////////////////
299

    
300
  static void setUpStencilMark()
301
    {
302
    sState.stencilTest = cState.stencilTest;
303

    
304
    if( cState.stencilTest!=1 )
305
      {
306
      cState.stencilTest = 1;
307
      //android.util.Log.d("State", "stencil test on");
308
      GLES31.glEnable(GLES31.GL_STENCIL_TEST);
309
      }
310

    
311
    sState.stencilFuncFunc = cState.stencilFuncFunc;
312
    sState.stencilFuncRef  = cState.stencilFuncRef;
313
    sState.stencilFuncMask = cState.stencilFuncMask;
314

    
315
    if( cState.stencilFuncFunc!=GLES31.GL_ALWAYS || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
316
      {
317
      cState.stencilFuncFunc = GLES31.GL_ALWAYS;
318
      cState.stencilFuncRef  = 1;
319
      cState.stencilFuncMask = STENCIL_MASK;
320
      //android.util.Log.d("State", "stencil func on");
321
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
322
      }
323

    
324
    sState.stencilOpSfail = cState.stencilOpSfail;
325
    sState.stencilOpDpfail= cState.stencilOpDpfail;
326
    sState.stencilOpDppass= cState.stencilOpDppass;
327

    
328
    if( cState.stencilOpSfail!=GLES31.GL_KEEP || cState.stencilOpDpfail!=GLES31.GL_KEEP || cState.stencilOpDppass!=GLES31.GL_REPLACE )
329
      {
330
      cState.stencilOpSfail = GLES31.GL_KEEP;
331
      cState.stencilOpDpfail= GLES31.GL_KEEP;
332
      cState.stencilOpDppass= GLES31.GL_REPLACE;
333
      //android.util.Log.d("State", "stencil op on");
334
      GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
335
      }
336

    
337
    sState.colorMaskR = cState.colorMaskR;
338
    sState.colorMaskG = cState.colorMaskG;
339
    sState.colorMaskB = cState.colorMaskB;
340
    sState.colorMaskA = cState.colorMaskA;
341

    
342
    if( cState.colorMaskR!=0 || cState.colorMaskG!=0 || cState.colorMaskB!=0 || cState.colorMaskA!=0 )
343
      {
344
      cState.colorMaskR = 0;
345
      cState.colorMaskG = 0;
346
      cState.colorMaskB = 0;
347
      cState.colorMaskA = 0;
348
      //android.util.Log.d("State", "switch off color writing");
349
      GLES31.glColorMask(false,false,false,false);
350
      }
351

    
352
    sState.depthMask = cState.depthMask;
353

    
354
    if( cState.depthMask!=1 )
355
      {
356
      cState.depthMask = 1;
357
      //android.util.Log.d("State", "switch on depth writing");
358
      GLES31.glDepthMask(true);
359
      }
360

    
361
    sState.stencilMask = cState.stencilMask;
362

    
363
    if( cState.stencilMask!= STENCIL_MASK )
364
      {
365
      cState.stencilMask = STENCIL_MASK;
366
      //android.util.Log.d("State", "stencil mask on");
367
      GLES31.glStencilMask(cState.stencilMask);
368
      }
369
    }
370

    
371
///////////////////////////////////////////////////////////////////////////////////////////////////
372

    
373
  static void unsetUpStencilMark()
374
    {
375
    if( sState.stencilTest!=cState.stencilTest )
376
      {
377
      cState.stencilTest = sState.stencilTest;
378

    
379
      if (cState.stencilTest == 0)
380
        {
381
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
382
        }
383
      else
384
        {
385
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
386
        }
387
      }
388
    if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA)
389
      {
390
      cState.colorMaskR = sState.colorMaskR;
391
      cState.colorMaskG = sState.colorMaskG;
392
      cState.colorMaskB = sState.colorMaskB;
393
      cState.colorMaskA = sState.colorMaskA;
394
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
395
      }
396
    if( sState.depthMask!=cState.depthMask )
397
      {
398
      cState.depthMask = sState.depthMask;
399
      GLES31.glDepthMask(cState.depthMask==1);
400
      }
401
    if( sState.stencilMask!=cState.stencilMask )
402
      {
403
      cState.stencilMask = sState.stencilMask;
404
      GLES31.glStencilMask(cState.stencilMask);
405
      }
406
    }
407

    
408
///////////////////////////////////////////////////////////////////////////////////////////////////
409
/**
410
 * Only for use by the library itself.
411
 *
412
 * @y.exclude
413
 */
414
  public static void useStencilMark()
415
    {
416
    sState.stencilMask = cState.stencilMask;
417

    
418
    if( cState.stencilTest!=1 )
419
      {
420
      cState.stencilTest = 1;
421
      GLES31.glEnable(GLES31.GL_STENCIL_TEST);
422
      }
423

    
424
    sState.stencilFuncFunc = cState.stencilFuncFunc;
425
    sState.stencilFuncRef  = cState.stencilFuncRef;
426
    sState.stencilFuncMask = cState.stencilFuncMask;
427

    
428
    if( cState.stencilFuncFunc!=GLES31.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
429
      {
430
      cState.stencilFuncFunc = GLES31.GL_EQUAL;
431
      cState.stencilFuncRef  = 1;
432
      cState.stencilFuncMask = STENCIL_MASK;
433
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
434
      }
435

    
436
    sState.stencilMask = cState.stencilMask;
437

    
438
    if( cState.stencilMask!= 0x00 )
439
      {
440
      cState.stencilMask = 0x00;
441
      GLES31.glStencilMask(cState.stencilMask);
442
      }
443

    
444
    sState.depthMask = cState.depthMask;
445

    
446
    if( cState.depthMask!=0 )
447
      {
448
      cState.depthMask = 0;
449
      GLES31.glDepthMask(false);
450
      }
451

    
452
    sState.depthTest = cState.depthTest;
453

    
454
    if( cState.depthTest!=0 )
455
      {
456
      cState.depthTest = 0;
457
      GLES31.glDisable(GLES31.GL_DEPTH_TEST);
458
      }
459
    }
460

    
461
///////////////////////////////////////////////////////////////////////////////////////////////////
462
/**
463
 * Only for use by the library itself.
464
 *
465
 * @y.exclude
466
 */
467
  public static void unuseStencilMark()
468
    {
469
    if( sState.stencilTest!=cState.stencilTest )
470
      {
471
      cState.stencilTest = sState.stencilTest;
472

    
473
      if (cState.stencilTest == 0)
474
        {
475
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
476
        }
477
      else
478
        {
479
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
480
        }
481
      }
482
    if( sState.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask )
483
      {
484
      cState.stencilFuncFunc = sState.stencilFuncFunc;
485
      cState.stencilFuncRef  = sState.stencilFuncRef ;
486
      cState.stencilFuncMask = sState.stencilFuncMask;
487
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
488
      }
489
    if( sState.stencilMask!=cState.stencilMask )
490
      {
491
      cState.stencilMask = sState.stencilMask;
492
      GLES31.glStencilMask(cState.stencilMask);
493
      }
494
    if( sState.depthMask!=cState.depthMask )
495
      {
496
      cState.depthMask = sState.depthMask;
497
      GLES31.glDepthMask(cState.depthMask==1);
498
      }
499
    if( sState.depthTest!=cState.depthTest )
500
      {
501
      cState.depthTest = sState.depthTest;
502

    
503
      if (cState.depthTest == 0)
504
        {
505
        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
506
        }
507
      else
508
        {
509
        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
510
        }
511
      }
512
    }
513

    
514
///////////////////////////////////////////////////////////////////////////////////////////////////
515

    
516
  void apply()
517
    {
518
    //android.util.Log.e("State", "APPLYING STATE");
519

    
520
    /////////////////////////////////////////////////////
521
    // 1. Write to color buffer?
522
    if( mState.colorMaskR!=cState.colorMaskR || mState.colorMaskG!=cState.colorMaskG || mState.colorMaskB!=cState.colorMaskB || mState.colorMaskA!=cState.colorMaskA)
523
      {
524
      //android.util.Log.d("State", "setting color mask");
525
      cState.colorMaskR = mState.colorMaskR;
526
      cState.colorMaskG = mState.colorMaskG;
527
      cState.colorMaskB = mState.colorMaskB;
528
      cState.colorMaskA = mState.colorMaskA;
529
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
530
      }
531

    
532
    /////////////////////////////////////////////////////
533
    // 2. Enable Depth test?
534
    if( mState.depthTest!=cState.depthTest )
535
      {
536
      cState.depthTest = mState.depthTest;
537

    
538
      if (cState.depthTest == 0)
539
        {
540
        //android.util.Log.d("State", "disabling depth test");
541
        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
542
        }
543
      else
544
        {
545
        //android.util.Log.d("State", "enable depth test");
546
        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
547
        }
548
      }
549

    
550
    /////////////////////////////////////////////////////
551
    // 3. Change Depth Function?
552
    if( mState.depthFunc!=cState.depthFunc )
553
      {
554
      //android.util.Log.d("State", "setting depth func");
555
      cState.depthFunc = mState.depthFunc;
556
      GLES31.glDepthFunc(cState.depthFunc);
557
      }
558

    
559
    /////////////////////////////////////////////////////
560
    // 4. Write to Depth buffer?
561
    if( mState.depthMask!=cState.depthMask )
562
      {
563
      //android.util.Log.d("State", "setting depth mask");
564
      cState.depthMask = mState.depthMask;
565
      GLES31.glDepthMask(cState.depthMask==1);
566
      }
567

    
568
    /////////////////////////////////////////////////////
569
    // 5. Enable Blending?
570
    if( mState.blend!=cState.blend )
571
      {
572
      cState.blend = mState.blend;
573

    
574
      if (cState.blend == 0)
575
        {
576
        //android.util.Log.d("State", "disabling blending");
577
        GLES31.glDisable(GLES31.GL_BLEND);
578
        }
579
      else
580
        {
581
        //android.util.Log.d("State", "enabling blending");
582
        GLES31.glEnable(GLES31.GL_BLEND);
583
        }
584
      }
585

    
586
    /////////////////////////////////////////////////////
587
    // 6. Change Blend function?
588
    if( mState.blendSrc!=cState.blendSrc || mState.blendDst!=cState.blendDst )
589
      {
590
      //android.util.Log.d("State", "setting blend function");
591
      cState.blendSrc = mState.blendSrc;
592
      cState.blendDst = mState.blendDst;
593
      GLES31.glBlendFunc(cState.blendSrc,cState.blendDst);
594
      }
595

    
596
    /////////////////////////////////////////////////////
597
    // 7. Enable/Disable Stencil Test?
598
    if( mState.stencilTest!=cState.stencilTest )
599
      {
600
      cState.stencilTest = mState.stencilTest;
601

    
602
      if (cState.stencilTest == 0)
603
        {
604
        //android.util.Log.d("State", "disabling stencil test");
605
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
606
        }
607
      else
608
        {
609
        //android.util.Log.d("State", "enabling stencil test");
610
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
611
        }
612
      }
613

    
614
    /////////////////////////////////////////////////////
615
    // 8. Adjust Stencil function?
616
    if( mState.stencilFuncFunc!=cState.stencilFuncFunc || mState.stencilFuncRef!=cState.stencilFuncRef || mState.stencilFuncMask!=cState.stencilFuncMask )
617
      {
618
      //android.util.Log.d("State", "setting stencil function");
619
      cState.stencilFuncFunc = mState.stencilFuncFunc;
620
      cState.stencilFuncRef  = mState.stencilFuncRef ;
621
      cState.stencilFuncMask = mState.stencilFuncMask;
622
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
623
      }
624

    
625
    /////////////////////////////////////////////////////
626
    // 9. Adjust Stencil operation?
627
    if( mState.stencilOpSfail!=cState.stencilOpSfail || mState.stencilOpDpfail!=cState.stencilOpDpfail || mState.stencilOpDppass!=cState.stencilOpDppass )
628
      {
629
      //android.util.Log.d("State", "setting stencil op");
630
      cState.stencilOpSfail = mState.stencilOpSfail;
631
      cState.stencilOpDpfail= mState.stencilOpDpfail;
632
      cState.stencilOpDppass= mState.stencilOpDppass;
633
      GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
634
      }
635

    
636
    /////////////////////////////////////////////////////
637
    // 10. Write to Stencil buffer?
638
    if( mState.stencilMask!=cState.stencilMask )
639
      {
640
      //android.util.Log.d("State", "setting stencil mask");
641
      cState.stencilMask = mState.stencilMask;
642
      GLES31.glStencilMask(cState.stencilMask);
643
      }
644

    
645
    /////////////////////////////////////////////////////
646
    // 11. Clear buffers?
647
    if( mClear!=0 )
648
      {
649
      //android.util.Log.d("State", "clearing buffer");
650
      GLES31.glClear(mClear);
651
      }
652
    }
653

    
654
///////////////////////////////////////////////////////////////////////////////////////////////////
655

    
656
  void glColorMask(boolean r, boolean g, boolean b, boolean a)
657
    {
658
    mState.colorMaskR = (r ? 1:0);
659
    mState.colorMaskG = (g ? 1:0);
660
    mState.colorMaskB = (b ? 1:0);
661
    mState.colorMaskA = (a ? 1:0);
662
    }
663

    
664
///////////////////////////////////////////////////////////////////////////////////////////////////
665

    
666
  void glDepthMask(boolean mask)
667
    {
668
    mState.depthMask = (mask ? 1:0);
669
    }
670

    
671
///////////////////////////////////////////////////////////////////////////////////////////////////
672

    
673
  void glStencilMask(int mask)
674
    {
675
    mState.stencilMask = mask;
676
    }
677

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

    
680
  void glEnable(int test)
681
    {
682
         if( test==GLES31.GL_DEPTH_TEST   ) mState.depthTest   = 1;
683
    else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 1;
684
    else if( test==GLES31.GL_BLEND        ) mState.blend       = 1;
685
    }
686

    
687
///////////////////////////////////////////////////////////////////////////////////////////////////
688

    
689
  void glDisable(int test)
690
    {
691
         if( test==GLES31.GL_DEPTH_TEST   ) mState.depthTest   = 0;
692
    else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 0;
693
    else if( test==GLES31.GL_BLEND        ) mState.blend       = 0;
694
    }
695

    
696
///////////////////////////////////////////////////////////////////////////////////////////////////
697

    
698
  void glStencilFunc(int func, int ref, int mask)
699
    {
700
    mState.stencilFuncFunc = func;
701
    mState.stencilFuncRef  = ref;
702
    mState.stencilFuncMask = mask;
703
    }
704

    
705
///////////////////////////////////////////////////////////////////////////////////////////////////
706

    
707
  void glStencilOp(int sfail, int dpfail, int dppass)
708
    {
709
    mState.stencilOpSfail = sfail;
710
    mState.stencilOpDpfail= dpfail;
711
    mState.stencilOpDppass= dppass;
712
    }
713

    
714
///////////////////////////////////////////////////////////////////////////////////////////////////
715

    
716
  void glDepthFunc(int func)
717
    {
718
    mState.depthFunc = func;
719
    }
720

    
721
///////////////////////////////////////////////////////////////////////////////////////////////////
722

    
723
  void glBlendFunc(int src, int dst)
724
    {
725
    mState.blendSrc = src;
726
    mState.blendDst = dst;
727
    }
728

    
729
///////////////////////////////////////////////////////////////////////////////////////////////////
730

    
731
  void glClear(int mask)
732
    {
733
    mClear = mask;
734
    }
735
}
(9-9/21)