149 |
149 |
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150 |
150 |
void apply()
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151 |
151 |
{
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152 |
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// 1. Write to color buffer?
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//android.util.Log.e("State", "APPLYING STATE");
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153 |
153 |
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154 |
/////////////////////////////////////////////////////
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155 |
// 1. Write to color buffer?
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154 |
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if( mColorMaskR!=sColorMaskR || mColorMaskG!=sColorMaskG || mColorMaskB!=sColorMaskB || mColorMaskA!=sColorMaskA)
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155 |
157 |
{
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//android.util.Log.d("State", "setting color mask");
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156 |
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sColorMaskR = mColorMaskR;
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157 |
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sColorMaskG = mColorMaskG;
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158 |
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sColorMaskB = mColorMaskB;
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... | ... | |
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GLES30.glColorMask(sColorMaskR==1,sColorMaskG==1,sColorMaskB==1,sColorMaskA==1);
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161 |
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}
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165 |
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/////////////////////////////////////////////////////
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// 2. Enable Depth test?
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165 |
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if( mDepthTest!=sDepthTest )
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166 |
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{
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167 |
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sDepthTest = mDepthTest;
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168 |
171 |
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169 |
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if( sDepthTest==0 ) GLES30.glDisable(GLES30.GL_DEPTH_TEST);
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if (sDepthTest == 0)
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{
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//android.util.Log.d("State", "disabling depth test");
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GLES30.glDisable(GLES30.GL_DEPTH_TEST);
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176 |
}
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170 |
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else
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171 |
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{
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172 |
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GLES30.glEnable (GLES30.GL_DEPTH_TEST);
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173 |
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174 |
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if( mDepthFunc!=sDepthFunc )
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175 |
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{
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176 |
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sDepthFunc = mDepthFunc;
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177 |
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GLES30.glDepthFunc(sDepthFunc);
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178 |
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}
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179 |
//android.util.Log.d("State", "enable depth test");
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GLES30.glEnable(GLES30.GL_DEPTH_TEST);
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179 |
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}
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180 |
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}
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181 |
183 |
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182 |
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// 3. Write to Depth buffer?
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184 |
/////////////////////////////////////////////////////
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// 3. Change Depth Function?
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if( mDepthFunc!=sDepthFunc )
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187 |
{
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188 |
//android.util.Log.d("State", "setting depth func");
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189 |
sDepthFunc = mDepthFunc;
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GLES30.glDepthFunc(sDepthFunc);
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}
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183 |
192 |
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193 |
/////////////////////////////////////////////////////
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194 |
// 4. Write to Depth buffer?
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184 |
195 |
if( mDepthMask!=sDepthMask )
|
185 |
196 |
{
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|
197 |
//android.util.Log.d("State", "setting depth mask");
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186 |
198 |
sDepthMask = mDepthMask;
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187 |
199 |
GLES30.glDepthMask(sDepthMask==1);
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188 |
200 |
}
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189 |
201 |
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190 |
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// 4. Enable Blending?
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191 |
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|
202 |
/////////////////////////////////////////////////////
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|
203 |
// 5. Enable Blending?
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192 |
204 |
if( mBlend!=sBlend )
|
193 |
205 |
{
|
194 |
206 |
sBlend = mBlend;
|
195 |
207 |
|
196 |
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if( sBlend==0 ) GLES30.glDisable(GLES30.GL_BLEND);
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|
208 |
if (sBlend == 0)
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|
209 |
{
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|
210 |
//android.util.Log.d("State", "disabling blending");
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|
211 |
GLES30.glDisable(GLES30.GL_BLEND);
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|
212 |
}
|
197 |
213 |
else
|
198 |
214 |
{
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|
215 |
//android.util.Log.d("State", "enabling blending");
|
199 |
216 |
GLES30.glEnable(GLES30.GL_BLEND);
|
200 |
|
|
201 |
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if( mBlendSrc!=sBlendSrc || mBlendDst!=sBlendDst )
|
202 |
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{
|
203 |
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sBlendSrc = mBlendSrc;
|
204 |
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sBlendDst = mBlendDst;
|
205 |
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GLES30.glBlendFunc(sBlendSrc,sBlendDst);
|
206 |
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}
|
207 |
217 |
}
|
208 |
218 |
}
|
209 |
219 |
|
210 |
|
// 5. Enable Stencil Test?
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|
220 |
/////////////////////////////////////////////////////
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|
221 |
// 6. Change Blend function?
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|
222 |
if( mBlendSrc!=sBlendSrc || mBlendDst!=sBlendDst )
|
|
223 |
{
|
|
224 |
//android.util.Log.d("State", "setting blend function");
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|
225 |
sBlendSrc = mBlendSrc;
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|
226 |
sBlendDst = mBlendDst;
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|
227 |
GLES30.glBlendFunc(sBlendSrc,sBlendDst);
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|
228 |
}
|
211 |
229 |
|
|
230 |
/////////////////////////////////////////////////////
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|
231 |
// 7. Enable/Disable Stencil Test?
|
212 |
232 |
if( mStencilTest!=sStencilTest )
|
213 |
233 |
{
|
214 |
234 |
sStencilTest = mStencilTest;
|
215 |
235 |
|
216 |
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if( sStencilTest==0 ) GLES30.glDisable(GLES30.GL_STENCIL_TEST);
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|
236 |
if (sStencilTest == 0)
|
|
237 |
{
|
|
238 |
//android.util.Log.d("State", "disabling stencil test");
|
|
239 |
GLES30.glDisable(GLES30.GL_STENCIL_TEST);
|
|
240 |
}
|
217 |
241 |
else
|
218 |
242 |
{
|
|
243 |
//android.util.Log.d("State", "enabling stencil test");
|
219 |
244 |
GLES30.glEnable(GLES30.GL_STENCIL_TEST);
|
220 |
|
|
221 |
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if( mStencilFuncFunc!=sStencilFuncFunc || mStencilFuncRef!=sStencilFuncRef || mStencilFuncMask!=sStencilFuncMask )
|
222 |
|
{
|
223 |
|
sStencilFuncFunc = mStencilFuncFunc;
|
224 |
|
sStencilFuncRef = mStencilFuncRef ;
|
225 |
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sStencilFuncMask = mStencilFuncMask;
|
226 |
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GLES30.glStencilFunc(sStencilFuncFunc,sStencilFuncRef,sStencilFuncMask);
|
227 |
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}
|
228 |
|
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229 |
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if( mStencilOpSfail!=sStencilOpSfail || mStencilOpDpfail!=sStencilOpDpfail || mStencilOpDppass!=sStencilOpDppass )
|
230 |
|
{
|
231 |
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sStencilOpSfail = mStencilOpSfail;
|
232 |
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sStencilOpDpfail= mStencilOpDpfail;
|
233 |
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sStencilOpDppass= mStencilOpDppass;
|
234 |
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GLES30.glStencilOp(sStencilOpSfail,sStencilOpDpfail,sStencilOpDppass);
|
235 |
|
}
|
236 |
245 |
}
|
237 |
246 |
}
|
238 |
247 |
|
239 |
|
// 6. Write to Stencil buffer?
|
|
248 |
// android.util.Log.d("State", "mFunc="+mStencilFuncFunc+" sFunc="+sStencilFuncFunc);
|
|
249 |
// android.util.Log.d("State", "GL_ALWAYS="+GLES30.GL_ALWAYS+" GL_EQUAL="+GLES30.GL_EQUAL);
|
|
250 |
|
|
251 |
/////////////////////////////////////////////////////
|
|
252 |
// 8. Adjust Stencil function?
|
|
253 |
if( mStencilFuncFunc!=sStencilFuncFunc || mStencilFuncRef!=sStencilFuncRef || mStencilFuncMask!=sStencilFuncMask )
|
|
254 |
{
|
|
255 |
//android.util.Log.d("State", "setting stencil function");
|
|
256 |
sStencilFuncFunc = mStencilFuncFunc;
|
|
257 |
sStencilFuncRef = mStencilFuncRef ;
|
|
258 |
sStencilFuncMask = mStencilFuncMask;
|
|
259 |
GLES30.glStencilFunc(sStencilFuncFunc,sStencilFuncRef,sStencilFuncMask);
|
|
260 |
}
|
|
261 |
|
|
262 |
/////////////////////////////////////////////////////
|
|
263 |
// 9. Adjust Stencil operation?
|
|
264 |
if( mStencilOpSfail!=sStencilOpSfail || mStencilOpDpfail!=sStencilOpDpfail || mStencilOpDppass!=sStencilOpDppass )
|
|
265 |
{
|
|
266 |
//android.util.Log.d("State", "setting stencil op");
|
|
267 |
sStencilOpSfail = mStencilOpSfail;
|
|
268 |
sStencilOpDpfail= mStencilOpDpfail;
|
|
269 |
sStencilOpDppass= mStencilOpDppass;
|
|
270 |
GLES30.glStencilOp(sStencilOpSfail,sStencilOpDpfail,sStencilOpDppass);
|
|
271 |
}
|
240 |
272 |
|
|
273 |
/////////////////////////////////////////////////////
|
|
274 |
// 10. Write to Stencil buffer?
|
241 |
275 |
if( mStencilMask!=sStencilMask )
|
242 |
276 |
{
|
|
277 |
//android.util.Log.d("State", "setting stencil mask");
|
243 |
278 |
sStencilMask = mStencilMask;
|
244 |
279 |
GLES30.glStencilMask(sStencilMask);
|
245 |
280 |
}
|
246 |
281 |
|
247 |
|
// 7. Clear buffers?
|
248 |
|
|
|
282 |
/////////////////////////////////////////////////////
|
|
283 |
// 11. Clear buffers?
|
249 |
284 |
if( mClear!=0 )
|
250 |
285 |
{
|
|
286 |
//android.util.Log.d("State", "clearing buffer");
|
251 |
287 |
GLES30.glClear(mClear);
|
252 |
288 |
}
|
253 |
289 |
}
|
1. Correct some bugs in DistortedRenderState
2. Thus make the Stencil App work
3. New icon for it