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library / src / main / java / org / distorted / library / main / DistortedNode.java @ d58b50e7

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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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      {
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      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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        {
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        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()
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    {
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    int width  = mFboW <= 0 ? (int)mMesh.getStretchX() : mFboW;
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    int height = mFboH <= 0 ? (int)mMesh.getStretchY() : 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.
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 *     
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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}.
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 *        For example flags = CLONE_SURFACE | CLONE_CHILDREN.
291
 */
292
  public DistortedNode(DistortedNode node, int flags)
293
    {
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    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;
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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 )
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      {
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
        DistortedFramebuffer fbo = (DistortedFramebuffer)node.mSurface;
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318
        int w = fbo.getWidth();
319
        int h = fbo.getHeight();
320
        int depthStencil = DistortedFramebuffer.NO_DEPTH_NO_STENCIL;
321

    
322
        if( fbo.hasDepth() )
323
          {
324
          boolean hasStencil = fbo.hasStencil();
325
          depthStencil = (hasStencil ? DistortedFramebuffer.BOTH_DEPTH_STENCIL:DistortedFramebuffer.DEPTH_NO_STENCIL);
326
          }
327

    
328
        mSurface = new DistortedFramebuffer(1,depthStencil, InternalSurface.TYPE_TREE,w,h);
329
        }
330
      }
331

    
332
    if( (flags & DistortedLibrary.CLONE_CHILDREN) != 0 )
333
      {
334
      mChildren = node.mChildren;
335
      }
336
    else
337
      {
338
      mChildren = new InternalChildrenList(this);
339
      }
340

    
341
    mData = InternalNodeData.returnData(generateIDList());
342
    }
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344
///////////////////////////////////////////////////////////////////////////////////////////////////
345
  /**
346
   * When rendering this Node, should we use the Order Independent Transparency render more?
347
   * <p>
348
   * There are two modes of rendering: the fast 'normal' way, which however renders transparent
349
   * fragments in different ways depending on which fragments get rendered first, or the slower
350
   * 'oit' way, which renders transparent fragments correctly regardless of their order.
351
   *
352
   * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
353
   */
354
  public void setOrderIndependentTransparency(boolean oit)
355
    {
356
    mRenderWayOIT = oit;
357
    }
358

    
359
///////////////////////////////////////////////////////////////////////////////////////////////////
360
  /**
361
   * When rendering this Node, should we use the Order Independent Transparency render more?
362
   * <p>
363
   * There are two modes of rendering: the fast 'normal' way, which however renders transparent
364
   * fragments in different ways depending on which fragments get rendered first, or the slower
365
   * 'oit' way, which renders transparent fragments correctly regardless of their order.
366
   *
367
   * @param oit True if we want to render more slowly, but in a way which accounts for transparency.
368
   * @param initialSize Initial number of transparent fragments we expect, in screenfulls.
369
   *                    I.e '1.0' means 'the scene we are going to render contains dialog_about 1 screen
370
   *                    worth of transparent fragments'. Valid values: 0.0 &lt; initialSize &lt; 10.0
371
   *                    Even if you get this wrong, the library will detect that there are more
372
   *                    transparent fragments than it has space for and readjust its internal buffers,
373
   *                    but only after a few frames during which one will probably see missing objects.
374
   */
375
  public void setOrderIndependentTransparency(boolean oit, float initialSize)
376
    {
377
    mRenderWayOIT = oit;
378

    
379
    if( initialSize>0.0f && initialSize<10.0f )
380
      DistortedLibrary.setSSBOSize(initialSize);
381
    }
382

    
383
///////////////////////////////////////////////////////////////////////////////////////////////////
384
/**
385
 * Adds a new child to the last position in the list of our Node's children.
386
 * <p>
387
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
388
 * InternalMaster (by calling doWork())
389
 *
390
 * @param node The new Node to add.
391
 */
392
  public void attach(DistortedNode node)
393
    {
394
    mChildren.attach(node);
395
    }
396

    
397
///////////////////////////////////////////////////////////////////////////////////////////////////
398
/**
399
 * Adds a new child to the last position in the list of our Node's children.
400
 * <p>
401
 * We cannot do this mid-render - actual attachment will be done just before the next render, by the
402
 * InternalMaster (by calling doWork())
403
 *
404
 * @param surface InputSurface to initialize our child Node with.
405
 * @param effects DistortedEffects to initialize our child Node with.
406
 * @param mesh MeshBase to initialize our child Node with.
407
 * @return the newly constructed child Node, or null if we couldn't allocate resources.
408
 */
409
  public DistortedNode attach(InternalSurface surface, DistortedEffects effects, MeshBase mesh)
410
    {
411
    return mChildren.attach(surface,effects,mesh);
412
    }
413

    
414
///////////////////////////////////////////////////////////////////////////////////////////////////
415
/**
416
 * Removes the first occurrence of a specified child from the list of children of our Node.
417
 * <p>
418
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
419
 * InternalMaster (by calling doWork())
420
 *
421
 * @param node The Node to remove.
422
 */
423
  public void detach(DistortedNode node)
424
    {
425
    mChildren.detach(node);
426
    }
427

    
428
///////////////////////////////////////////////////////////////////////////////////////////////////
429
/**
430
 * Removes the first occurrence of a specified child from the list of children of our Node.
431
 * <p>
432
 * A bit questionable method as there can be many different Nodes attached as children, some
433
 * of them having the same Effects but - for instance - different Mesh. Use with care.
434
 * <p>
435
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
436
 * InternalMaster (by calling doWork())
437
 *
438
 * @param effects DistortedEffects to remove.
439
 */
440
  public void detach(DistortedEffects effects)
441
    {
442
    mChildren.detach(effects);
443
    }
444

    
445
///////////////////////////////////////////////////////////////////////////////////////////////////
446
/**
447
 * Removes all children Nodes.
448
 * <p>
449
 * We cannot do this mid-render - actual detachment will be done just before the next render, by the
450
 * InternalMaster (by calling doWork())
451
 */
452
  public void detachAll()
453
    {
454
    mChildren.detachAll();
455
    }
456

    
457
///////////////////////////////////////////////////////////////////////////////////////////////////
458
/**
459
 * Returns the DistortedEffects object that's in the Node.
460
 * 
461
 * @return The DistortedEffects contained in the Node.
462
 */
463
  public DistortedEffects getEffects()
464
    {
465
    return mEffects;
466
    }
467

    
468
///////////////////////////////////////////////////////////////////////////////////////////////////
469
  /**
470
   * Returns the surface this object gets rendered to.
471
   *
472
   * @return The InternalSurface contained in the Node (if a leaf), or the FBO (if an internal Node)
473
   */
474
  public InternalSurface getSurface()
475
    {
476
    return mChildren.getNumChildren()==0 ? mSurface : mData.mFBO;
477
    }
478

    
479
///////////////////////////////////////////////////////////////////////////////////////////////////
480
/**
481
 * Returns the Mesh object that's in the Node.
482
 *
483
 * @return Mesh contained in the Node.
484
 */
485
  public MeshBase getMesh()
486
    {
487
    return mMesh;
488
    }
489

    
490
///////////////////////////////////////////////////////////////////////////////////////////////////
491
/**
492
 * Resizes the DistortedFramebuffer object that we render this Node to.
493
 */
494
  public void resize(int width, int height)
495
    {
496
    mFboW = width;
497
    mFboH = height;
498

    
499
    if ( mData.mFBO !=null )
500
      {
501
      // TODO: potentially allocate a new NodeData if we have to
502
      mData.mFBO.resize(width,height);
503
      }
504
    }
505

    
506
///////////////////////////////////////////////////////////////////////////////////////////////////
507
/**
508
 * Enables/disables DEPTH and STENCIL buffers in the Framebuffer object that we render this Node to.
509
 */
510
  public void enableDepthStencil(int depthStencil)
511
    {
512
    mFboDepthStencil = depthStencil;
513

    
514
    if ( mData.mFBO !=null )
515
      {
516
      // TODO: potentially allocate a new NodeData if we have to
517
      mData.mFBO.enableDepthStencil(depthStencil);
518
      }
519
    }
520

    
521
///////////////////////////////////////////////////////////////////////////////////////////////////
522
// APIs that control how to set the OpenGL state just before rendering this Node.
523
///////////////////////////////////////////////////////////////////////////////////////////////////
524
/**
525
 * When rendering this Node, use ColorMask (r,g,b,a).
526
 *
527
 * @param r Write to the RED color channel when rendering this Node?
528
 * @param g Write to the GREEN color channel when rendering this Node?
529
 * @param b Write to the BLUE color channel when rendering this Node?
530
 * @param a Write to the ALPHA channel when rendering this Node?
531
 */
532
  @SuppressWarnings("unused")
533
  public void glColorMask(boolean r, boolean g, boolean b, boolean a)
534
    {
535
    mState.glColorMask(r,g,b,a);
536
    }
537

    
538
///////////////////////////////////////////////////////////////////////////////////////////////////
539
/**
540
 * When rendering this Node, switch on writing to Depth buffer?
541
 *
542
 * @param mask Write to the Depth buffer when rendering this Node?
543
 */
544
  @SuppressWarnings("unused")
545
  public void glDepthMask(boolean mask)
546
    {
547
    mState.glDepthMask(mask);
548
    }
549

    
550
///////////////////////////////////////////////////////////////////////////////////////////////////
551
/**
552
 * When rendering this Node, which bits of the Stencil buffer to write to?
553
 *
554
 * @param mask Marks the bits of the Stencil buffer we will write to when rendering this Node.
555
 */
556
  @SuppressWarnings("unused")
557
  public void glStencilMask(int mask)
558
    {
559
    mState.glStencilMask(mask);
560
    }
561

    
562
///////////////////////////////////////////////////////////////////////////////////////////////////
563
/**
564
 * When rendering this Node, which Tests to enable?
565
 *
566
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
567
 */
568
  @SuppressWarnings("unused")
569
  public void glEnable(int test)
570
    {
571
    mState.glEnable(test);
572
    }
573

    
574
///////////////////////////////////////////////////////////////////////////////////////////////////
575
/**
576
 * When rendering this Node, which Tests to enable?
577
 *
578
 * @param test Valid values: GL_DEPTH_TEST, GL_STENCIL_TEST, GL_BLEND
579
 */
580
  @SuppressWarnings("unused")
581
  public void glDisable(int test)
582
    {
583
    mState.glDisable(test);
584
    }
585

    
586
///////////////////////////////////////////////////////////////////////////////////////////////////
587
/**
588
 * When rendering this Node, use the following StencilFunc.
589
 *
590
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
591
 * @param ref  Reference valut to compare our stencil with.
592
 * @param mask Mask used when comparing.
593
 */
594
  @SuppressWarnings("unused")
595
  public void glStencilFunc(int func, int ref, int mask)
596
    {
597
    mState.glStencilFunc(func,ref,mask);
598
    }
599

    
600
///////////////////////////////////////////////////////////////////////////////////////////////////
601
/**
602
 * When rendering this Node, use the following StencilOp.
603
 * <p>
604
 * Valid values of all 3 parameters: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP
605
 *
606
 * @param sfail  What to do when Stencil Test fails.
607
 * @param dpfail What to do when Depth Test fails.
608
 * @param dppass What to do when Depth Test passes.
609
 */
610
  @SuppressWarnings("unused")
611
  public void glStencilOp(int sfail, int dpfail, int dppass)
612
    {
613
    mState.glStencilOp(sfail,dpfail,dppass);
614
    }
615

    
616
///////////////////////////////////////////////////////////////////////////////////////////////////
617
/**
618
 * When rendering this Node, use the following DepthFunc.
619
 *
620
 * @param func Valid values: GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL
621
 */
622
  @SuppressWarnings("unused")
623
  public void glDepthFunc(int func)
624
    {
625
    mState.glDepthFunc(func);
626
    }
627

    
628
///////////////////////////////////////////////////////////////////////////////////////////////////
629
/**
630
 * When rendering this Node, use the following Blending mode.
631
 * <p>
632
 * Valid values: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
633
 *               GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
634
 *               GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_SRC_ALPHA_SATURATE
635
 *
636
 * @param src Source Blend function
637
 * @param dst Destination Blend function
638
 */
639
  @SuppressWarnings("unused")
640
  public void glBlendFunc(int src, int dst)
641
    {
642
    mState.glBlendFunc(src,dst);
643
    }
644

    
645
///////////////////////////////////////////////////////////////////////////////////////////////////
646
/**
647
 * Before rendering this Node, clear the following buffers.
648
 * <p>
649
 * Valid values: 0, or bitwise OR of one or more values from the set GL_COLOR_BUFFER_BIT,
650
 *               GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
651
 * Default: 0
652
 *
653
 * @param mask bitwise OR of BUFFER_BITs to clear.
654
 */
655
  @SuppressWarnings("unused")
656
  public void glClear(int mask)
657
    {
658
    mState.glClear(mask);
659
    }
660
  }
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