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library / src / main / java / org / distorted / library / main / DistortedNode.java @ c90aca24

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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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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 MeshBase mMesh;
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  private DistortedEffects mEffects;
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  private InternalSurface mSurface;
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  private InternalRenderState mState;
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  private InternalNodeData mData;
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  private InternalChildrenList mChildren;
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  private InternalChildrenList.Parent mParent;
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  private int mFboW, mFboH, mFboDepthStencil;
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  private boolean mRenderWayOIT;
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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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      GLES31.glDisable(GLES31.GL_BLEND);
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      DistortedLibrary.drawPriv(mEffects, mMesh, surface, currTime);
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      GLES31.glEnable(GLES31.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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      DistortedLibrary.drawPrivOIT(mEffects, mMesh, surface, 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 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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      DistortedLibrary.drawPriv(mEffects, mMesh, surface, 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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    int numRenders = 0;
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    int numChildren = mChildren.getNumChildren();
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    if( numChildren>0 && mData.notRenderedYetAtThisTime(currTime) )
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      {
212
      DistortedNode node;
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      long oldBucket=0, newBucket;
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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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        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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        {
229
        numRenders++;
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        DistortedLibrary.blitPriv(mData.mFBO);
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        }
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      numRenders += mData.mFBO.renderChildren(currTime,numChildren,mChildren,0, mRenderWayOIT);
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      }
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    return numRenders;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private DistortedFramebuffer allocateNewFBO()
242
    {
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    int width  = mFboW <= 0 ? mEffects.getStartchX() : mFboW;
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    int height = mFboH <= 0 ? mEffects.getStartchY() : mFboH;
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    return new DistortedFramebuffer(1,mFboDepthStencil, InternalSurface.TYPE_TREE, width, height);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void setParent(InternalChildrenList.Parent parent)
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    {
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    mParent = parent;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Constructs new Node.
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 *     
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 * @param surface InputSurface to put into the new Node.
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 * @param effects DistortedEffects to put into the new Node.
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 * @param mesh MeshBase to put into the new Node.
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 */
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  public DistortedNode(InternalSurface surface, DistortedEffects effects, MeshBase mesh)
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    {
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    mSurface       = surface;
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    mEffects       = effects;
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    mMesh          = mesh;
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    mState         = new InternalRenderState();
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    mChildren      = new InternalChildrenList(this);
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    mParent        = null;
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    mRenderWayOIT  = false;
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    mFboW            = 0;  // i.e. take this from
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    mFboH            = 0;  // mEffects's stretch{X,Y}
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    mFboDepthStencil = DistortedFramebuffer.DEPTH_NO_STENCIL;
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    mData = InternalNodeData.returnData(generateIDList());
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////  
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/**
284
 * Copy-constructs new Node from another Node.
285
 *     
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 * @param node The DistortedNode to copy data from.
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 * @param flags bit field composed of a subset of the following:
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 *        {@link DistortedLibrary#CLONE_SURFACE},  {@link DistortedLibrary#CLONE_MATRIX}, {@link DistortedLibrary#CLONE_VERTEX},
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 *        {@link DistortedLibrary#CLONE_FRAGMENT} and {@link DistortedLibrary#CLONE_CHILDREN}.
290
 *        For example flags = CLONE_SURFACE | CLONE_CHILDREN.
291
 */
292
  public DistortedNode(DistortedNode node, int flags)
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    {
294
    mEffects      = new DistortedEffects(node.mEffects,flags);
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    mMesh         = node.mMesh;
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    mState        = new InternalRenderState();
297
    mParent       = null;
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    mRenderWayOIT = false;
299

    
300
    mFboW            = node.mFboW;
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    mFboH            = node.mFboH;
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    mFboDepthStencil = node.mFboDepthStencil;
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304
    if( (flags & DistortedLibrary.CLONE_SURFACE) != 0 )
305
      {
306
      mSurface = node.mSurface;
307
      }
308
    else
309
      {
310
      if( node.mSurface instanceof DistortedTexture )
311
        {
312
        mSurface = new DistortedTexture(InternalSurface.TYPE_TREE);
313
        }
314
      else if( node.mSurface instanceof DistortedFramebuffer )
315
        {
316
        int w = node.mSurface.getWidth();
317
        int h = node.mSurface.getHeight();
318
        int depthStencil = DistortedFramebuffer.NO_DEPTH_NO_STENCIL;
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320
        if( ((DistortedFramebuffer) node.mSurface).hasDepth() )
321
          {
322
          boolean hasStencil = ((DistortedFramebuffer) node.mSurface).hasStencil();
323
          depthStencil = (hasStencil ? DistortedFramebuffer.BOTH_DEPTH_STENCIL:DistortedFramebuffer.DEPTH_NO_STENCIL);
324
          }
325

    
326
        mSurface = new DistortedFramebuffer(1,depthStencil, InternalSurface.TYPE_TREE,w,h);
327
        }
328
      }
329

    
330
    if( (flags & DistortedLibrary.CLONE_CHILDREN) != 0 )
331
      {
332
      mChildren = node.mChildren;
333
      }
334
    else
335
      {
336
      mChildren = new InternalChildrenList(this);
337
      }
338

    
339
    mData = InternalNodeData.returnData(generateIDList());
340
    }
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342
///////////////////////////////////////////////////////////////////////////////////////////////////
343
  /**
344
   * When rendering this Node, should we use the Order Independent Transparency render more?
345
   * <p>
346
   * There are two modes of rendering: the fast 'normal' way, which however renders transparent
347
   * fragments in different ways depending on which fragments get rendered first, or the slower
348
   * 'oit' way, which renders transparent fragments correctly regardless of their order.
349
   *
350
   * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
351
   */
352
  public void setOrderIndependentTransparency(boolean oit)
353
    {
354
    mRenderWayOIT = oit;
355
    }
356

    
357
///////////////////////////////////////////////////////////////////////////////////////////////////
358
  /**
359
   * When rendering this Node, should we use the Order Independent Transparency render more?
360
   * <p>
361
   * There are two modes of rendering: the fast 'normal' way, which however renders transparent
362
   * fragments in different ways depending on which fragments get rendered first, or the slower
363
   * 'oit' way, which renders transparent fragments correctly regardless of their order.
364
   *
365
   * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
366
   * @param initialSize Initial number of transparent fragments we expect, in screenfulls.
367
   *                    I.e '1.0' means 'the scene we are going to render contains dialog_about 1 screen
368
   *                    worth of transparent fragments'. Valid values: 0.0 &lt; initialSize &lt; 10.0
369
   *                    Even if you get this wrong, the library will detect that there are more
370
   *                    transparent fragments than it has space for and readjust its internal buffers,
371
   *                    but only after a few frames during which one will probably see missing objects.
372
   */
373
  public void setOrderIndependentTransparency(boolean oit, float initialSize)
374
    {
375
    mRenderWayOIT = oit;
376

    
377
    if( initialSize>0.0f && initialSize<10.0f )
378
      DistortedLibrary.setSSBOSize(initialSize);
379
    }
380

    
381
///////////////////////////////////////////////////////////////////////////////////////////////////
382
/**
383
 * Adds a new child to the last position in the list of our Node's children.
384
 * <p>
385
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
386
 * InternalMaster (by calling doWork())
387
 *
388
 * @param node The new Node to add.
389
 */
390
  public void attach(DistortedNode node)
391
    {
392
    mChildren.attach(node);
393
    }
394

    
395
///////////////////////////////////////////////////////////////////////////////////////////////////
396
/**
397
 * Adds a new child to the last position in the list of our Node's children.
398
 * <p>
399
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
400
 * InternalMaster (by calling doWork())
401
 *
402
 * @param surface InputSurface to initialize our child Node with.
403
 * @param effects DistortedEffects to initialize our child Node with.
404
 * @param mesh MeshBase to initialize our child Node with.
405
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
406
 */
407
  public DistortedNode attach(InternalSurface surface, DistortedEffects effects, MeshBase mesh)
408
    {
409
    return mChildren.attach(surface,effects,mesh);
410
    }
411

    
412
///////////////////////////////////////////////////////////////////////////////////////////////////
413
/**
414
 * Removes the first occurrence of a specified child from the list of children of our Node.
415
 * <p>
416
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
417
 * InternalMaster (by calling doWork())
418
 *
419
 * @param node The Node to remove.
420
 */
421
  public void detach(DistortedNode node)
422
    {
423
    mChildren.detach(node);
424
    }
425

    
426
///////////////////////////////////////////////////////////////////////////////////////////////////
427
/**
428
 * Removes the first occurrence of a specified child from the list of children of our Node.
429
 * <p>
430
 * A bit questionable method as there can be many different Nodes attached as children, some
431
 * of them having the same Effects but - for instance - different Mesh. Use with care.
432
 * <p>
433
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
434
 * InternalMaster (by calling doWork())
435
 *
436
 * @param effects DistortedEffects to remove.
437
 */
438
  public void detach(DistortedEffects effects)
439
    {
440
    mChildren.detach(effects);
441
    }
442

    
443
///////////////////////////////////////////////////////////////////////////////////////////////////
444
/**
445
 * Removes all children Nodes.
446
 * <p>
447
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
448
 * InternalMaster (by calling doWork())
449
 */
450
  public void detachAll()
451
    {
452
    mChildren.detachAll();
453
    }
454

    
455
///////////////////////////////////////////////////////////////////////////////////////////////////
456
/**
457
 * Returns the DistortedEffects object that's in the Node.
458
 * 
459
 * @return The DistortedEffects contained in the Node.
460
 */
461
  public DistortedEffects getEffects()
462
    {
463
    return mEffects;
464
    }
465

    
466
///////////////////////////////////////////////////////////////////////////////////////////////////
467
  /**
468
   * Returns the surface this object gets rendered to.
469
   *
470
   * @return The InternalSurface contained in the Node (if a leaf), or the FBO (if an internal Node)
471
   */
472
  public InternalSurface getSurface()
473
    {
474
    return mChildren.getNumChildren()==0 ? mSurface : mData.mFBO;
475
    }
476

    
477
///////////////////////////////////////////////////////////////////////////////////////////////////
478
/**
479
 * Returns the Mesh object that's in the Node.
480
 *
481
 * @return Mesh contained in the Node.
482
 */
483
  public MeshBase getMesh()
484
    {
485
    return mMesh;
486
    }
487

    
488
///////////////////////////////////////////////////////////////////////////////////////////////////
489
/**
490
 * Resizes the DistortedFramebuffer object that we render this Node to.
491
 */
492
  public void resize(int width, int height)
493
    {
494
    mFboW = width;
495
    mFboH = height;
496

    
497
    if ( mData.mFBO !=null )
498
      {
499
      // TODO: potentially allocate a new NodeData if we have to
500
      mData.mFBO.resize(width,height);
501
      }
502
    }
503

    
504
///////////////////////////////////////////////////////////////////////////////////////////////////
505
/**
506
 * Enables/disables DEPTH and STENCIL buffers in the Framebuffer object that we render this Node to.
507
 */
508
  public void enableDepthStencil(int depthStencil)
509
    {
510
    mFboDepthStencil = depthStencil;
511

    
512
    if ( mData.mFBO !=null )
513
      {
514
      // TODO: potentially allocate a new NodeData if we have to
515
      mData.mFBO.enableDepthStencil(depthStencil);
516
      }
517
    }
518

    
519
///////////////////////////////////////////////////////////////////////////////////////////////////
520
// APIs that control how to set the OpenGL state just before rendering this Node.
521
///////////////////////////////////////////////////////////////////////////////////////////////////
522
/**
523
 * When rendering this Node, use ColorMask (r,g,b,a).
524
 *
525
 * @param r Write to the RED color channel when rendering this Node?
526
 * @param g Write to the GREEN color channel when rendering this Node?
527
 * @param b Write to the BLUE color channel when rendering this Node?
528
 * @param a Write to the ALPHA channel when rendering this Node?
529
 */
530
  @SuppressWarnings("unused")
531
  public void glColorMask(boolean r, boolean g, boolean b, boolean a)
532
    {
533
    mState.glColorMask(r,g,b,a);
534
    }
535

    
536
///////////////////////////////////////////////////////////////////////////////////////////////////
537
/**
538
 * When rendering this Node, switch on writing to Depth buffer?
539
 *
540
 * @param mask Write to the Depth buffer when rendering this Node?
541
 */
542
  @SuppressWarnings("unused")
543
  public void glDepthMask(boolean mask)
544
    {
545
    mState.glDepthMask(mask);
546
    }
547

    
548
///////////////////////////////////////////////////////////////////////////////////////////////////
549
/**
550
 * When rendering this Node, which bits of the Stencil buffer to write to?
551
 *
552
 * @param mask Marks the bits of the Stencil buffer we will write to when rendering this Node.
553
 */
554
  @SuppressWarnings("unused")
555
  public void glStencilMask(int mask)
556
    {
557
    mState.glStencilMask(mask);
558
    }
559

    
560
///////////////////////////////////////////////////////////////////////////////////////////////////
561
/**
562
 * When rendering this Node, which Tests to enable?
563
 *
564
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
565
 */
566
  @SuppressWarnings("unused")
567
  public void glEnable(int test)
568
    {
569
    mState.glEnable(test);
570
    }
571

    
572
///////////////////////////////////////////////////////////////////////////////////////////////////
573
/**
574
 * When rendering this Node, which Tests to enable?
575
 *
576
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
577
 */
578
  @SuppressWarnings("unused")
579
  public void glDisable(int test)
580
    {
581
    mState.glDisable(test);
582
    }
583

    
584
///////////////////////////////////////////////////////////////////////////////////////////////////
585
/**
586
 * When rendering this Node, use the following StencilFunc.
587
 *
588
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
589
 * @param ref  Reference valut to compare our stencil with.
590
 * @param mask Mask used when comparing.
591
 */
592
  @SuppressWarnings("unused")
593
  public void glStencilFunc(int func, int ref, int mask)
594
    {
595
    mState.glStencilFunc(func,ref,mask);
596
    }
597

    
598
///////////////////////////////////////////////////////////////////////////////////////////////////
599
/**
600
 * When rendering this Node, use the following StencilOp.
601
 * <p>
602
 * Valid values of all 3 parameters: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP
603
 *
604
 * @param sfail  What to do when Stencil Test fails.
605
 * @param dpfail What to do when Depth Test fails.
606
 * @param dppass What to do when Depth Test passes.
607
 */
608
  @SuppressWarnings("unused")
609
  public void glStencilOp(int sfail, int dpfail, int dppass)
610
    {
611
    mState.glStencilOp(sfail,dpfail,dppass);
612
    }
613

    
614
///////////////////////////////////////////////////////////////////////////////////////////////////
615
/**
616
 * When rendering this Node, use the following DepthFunc.
617
 *
618
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
619
 */
620
  @SuppressWarnings("unused")
621
  public void glDepthFunc(int func)
622
    {
623
    mState.glDepthFunc(func);
624
    }
625

    
626
///////////////////////////////////////////////////////////////////////////////////////////////////
627
/**
628
 * When rendering this Node, use the following Blending mode.
629
 * <p>
630
 * Valid values: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
631
 *               GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
632
 *               GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_SRC_ALPHA_SATURATE
633
 *
634
 * @param src Source Blend function
635
 * @param dst Destination Blend function
636
 */
637
  @SuppressWarnings("unused")
638
  public void glBlendFunc(int src, int dst)
639
    {
640
    mState.glBlendFunc(src,dst);
641
    }
642

    
643
///////////////////////////////////////////////////////////////////////////////////////////////////
644
/**
645
 * Before rendering this Node, clear the following buffers.
646
 * <p>
647
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
648
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
649
 * Default: 0
650
 *
651
 * @param mask bitwise OR of BUFFER_BITs to clear.
652
 */
653
  @SuppressWarnings("unused")
654
  public void glClear(int mask)
655
    {
656
    mState.glClear(mask);
657
    }
658
  }
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