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library / src / main / java / org / distorted / library / main / DistortedRenderState.java @ e6519ac8

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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);
174
      }
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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 switchOffDrawing()
190
    {
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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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195
///////////////////////////////////////////////////////////////////////////////////////////////////
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197
  static void restoreDrawing()
198
    {
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    GLES31.glDisable(GLES31.GL_SCISSOR_TEST);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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204
  static void setUpStencilMark()
205
    {
206
    sState.stencilTest = cState.stencilTest;
207

    
208
    if( cState.stencilTest!=1 )
209
      {
210
      cState.stencilTest = 1;
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      //android.util.Log.d("State", "stencil test on");
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      GLES31.glEnable(GLES31.GL_STENCIL_TEST);
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      }
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    sState.stencilFuncFunc = cState.stencilFuncFunc;
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    sState.stencilFuncRef  = cState.stencilFuncRef;
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    sState.stencilFuncMask = cState.stencilFuncMask;
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    if( cState.stencilFuncFunc!=GLES31.GL_ALWAYS || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
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      {
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      cState.stencilFuncFunc = GLES31.GL_ALWAYS;
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      cState.stencilFuncRef  = 1;
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      cState.stencilFuncMask = STENCIL_MASK;
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      //android.util.Log.d("State", "stencil func on");
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      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
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      }
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    sState.stencilOpSfail = cState.stencilOpSfail;
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    sState.stencilOpDpfail= cState.stencilOpDpfail;
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    sState.stencilOpDppass= cState.stencilOpDppass;
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    if( cState.stencilOpSfail!=GLES31.GL_KEEP || cState.stencilOpDpfail!=GLES31.GL_KEEP || cState.stencilOpDppass!=GLES31.GL_REPLACE )
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      {
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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_REPLACE;
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      //android.util.Log.d("State", "stencil op on");
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      GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
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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;
245

    
246
    if( cState.colorMaskR!=0 || cState.colorMaskG!=0 || cState.colorMaskB!=0 || cState.colorMaskA!=0 )
247
      {
248
      cState.colorMaskR = 0;
249
      cState.colorMaskG = 0;
250
      cState.colorMaskB = 0;
251
      cState.colorMaskA = 0;
252
      //android.util.Log.d("State", "switch off color writing");
253
      GLES31.glColorMask(false,false,false,false);
254
      }
255

    
256
    sState.depthMask = cState.depthMask;
257

    
258
    if( cState.depthMask!=1 )
259
      {
260
      cState.depthMask = 1;
261
      //android.util.Log.d("State", "switch on depth writing");
262
      GLES31.glDepthMask(true);
263
      }
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265
    sState.stencilMask = cState.stencilMask;
266

    
267
    if( cState.stencilMask!= STENCIL_MASK )
268
      {
269
      cState.stencilMask = STENCIL_MASK;
270
      //android.util.Log.d("State", "stencil mask on");
271
      GLES31.glStencilMask(cState.stencilMask);
272
      }
273
    }
274

    
275
///////////////////////////////////////////////////////////////////////////////////////////////////
276

    
277
  static void unsetUpStencilMark()
278
    {
279
    if( sState.stencilTest!=cState.stencilTest )
280
      {
281
      cState.stencilTest = sState.stencilTest;
282

    
283
      if (cState.stencilTest == 0)
284
        {
285
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
286
        }
287
      else
288
        {
289
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
290
        }
291
      }
292
    if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA)
293
      {
294
      cState.colorMaskR = sState.colorMaskR;
295
      cState.colorMaskG = sState.colorMaskG;
296
      cState.colorMaskB = sState.colorMaskB;
297
      cState.colorMaskA = sState.colorMaskA;
298
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
299
      }
300
    if( sState.depthMask!=cState.depthMask )
301
      {
302
      cState.depthMask = sState.depthMask;
303
      GLES31.glDepthMask(cState.depthMask==1);
304
      }
305
    if( sState.stencilMask!=cState.stencilMask )
306
      {
307
      cState.stencilMask = sState.stencilMask;
308
      GLES31.glStencilMask(cState.stencilMask);
309
      }
310
    }
311

    
312
///////////////////////////////////////////////////////////////////////////////////////////////////
313
/**
314
 * Only for use by the library itself.
315
 *
316
 * @y.exclude
317
 */
318
  public static void useStencilMark()
319
    {
320
    sState.stencilMask = cState.stencilMask;
321

    
322
    if( cState.stencilTest!=1 )
323
      {
324
      cState.stencilTest = 1;
325
      GLES31.glEnable(GLES31.GL_STENCIL_TEST);
326
      }
327

    
328
    sState.stencilFuncFunc = cState.stencilFuncFunc;
329
    sState.stencilFuncRef  = cState.stencilFuncRef;
330
    sState.stencilFuncMask = cState.stencilFuncMask;
331

    
332
    if( cState.stencilFuncFunc!=GLES31.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
333
      {
334
      cState.stencilFuncFunc = GLES31.GL_EQUAL;
335
      cState.stencilFuncRef  = 1;
336
      cState.stencilFuncMask = STENCIL_MASK;
337
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
338
      }
339

    
340
    sState.stencilMask = cState.stencilMask;
341

    
342
    if( cState.stencilMask!= 0x00 )
343
      {
344
      cState.stencilMask = 0x00;
345
      GLES31.glStencilMask(cState.stencilMask);
346
      }
347

    
348
    sState.depthMask = cState.depthMask;
349

    
350
    if( cState.depthMask!=0 )
351
      {
352
      cState.depthMask = 0;
353
      GLES31.glDepthMask(false);
354
      }
355

    
356
    sState.depthTest = cState.depthTest;
357

    
358
    if( cState.depthTest!=0 )
359
      {
360
      cState.depthTest = 0;
361
      GLES31.glDisable(GLES31.GL_DEPTH_TEST);
362
      }
363
    }
364

    
365
///////////////////////////////////////////////////////////////////////////////////////////////////
366
/**
367
 * Only for use by the library itself.
368
 *
369
 * @y.exclude
370
 */
371
  public static void unuseStencilMark()
372
    {
373
    if( sState.stencilTest!=cState.stencilTest )
374
      {
375
      cState.stencilTest = sState.stencilTest;
376

    
377
      if (cState.stencilTest == 0)
378
        {
379
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
380
        }
381
      else
382
        {
383
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
384
        }
385
      }
386
    if( sState.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask )
387
      {
388
      cState.stencilFuncFunc = sState.stencilFuncFunc;
389
      cState.stencilFuncRef  = sState.stencilFuncRef ;
390
      cState.stencilFuncMask = sState.stencilFuncMask;
391
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
392
      }
393
    if( sState.stencilMask!=cState.stencilMask )
394
      {
395
      cState.stencilMask = sState.stencilMask;
396
      GLES31.glStencilMask(cState.stencilMask);
397
      }
398
    if( sState.depthMask!=cState.depthMask )
399
      {
400
      cState.depthMask = sState.depthMask;
401
      GLES31.glDepthMask(cState.depthMask==1);
402
      }
403
    if( sState.depthTest!=cState.depthTest )
404
      {
405
      cState.depthTest = sState.depthTest;
406

    
407
      if (cState.depthTest == 0)
408
        {
409
        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
410
        }
411
      else
412
        {
413
        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
414
        }
415
      }
416
    }
417

    
418
///////////////////////////////////////////////////////////////////////////////////////////////////
419

    
420
  void apply()
421
    {
422
    //android.util.Log.e("State", "APPLYING STATE");
423

    
424
    /////////////////////////////////////////////////////
425
    // 1. Write to color buffer?
426
    if( mState.colorMaskR!=cState.colorMaskR || mState.colorMaskG!=cState.colorMaskG || mState.colorMaskB!=cState.colorMaskB || mState.colorMaskA!=cState.colorMaskA)
427
      {
428
      //android.util.Log.d("State", "setting color mask");
429
      cState.colorMaskR = mState.colorMaskR;
430
      cState.colorMaskG = mState.colorMaskG;
431
      cState.colorMaskB = mState.colorMaskB;
432
      cState.colorMaskA = mState.colorMaskA;
433
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
434
      }
435

    
436
    /////////////////////////////////////////////////////
437
    // 2. Enable Depth test?
438
    if( mState.depthTest!=cState.depthTest )
439
      {
440
      cState.depthTest = mState.depthTest;
441

    
442
      if (cState.depthTest == 0)
443
        {
444
        //android.util.Log.d("State", "disabling depth test");
445
        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
446
        }
447
      else
448
        {
449
        //android.util.Log.d("State", "enable depth test");
450
        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
451
        }
452
      }
453

    
454
    /////////////////////////////////////////////////////
455
    // 3. Change Depth Function?
456
    if( mState.depthFunc!=cState.depthFunc )
457
      {
458
      //android.util.Log.d("State", "setting depth func");
459
      cState.depthFunc = mState.depthFunc;
460
      GLES31.glDepthFunc(cState.depthFunc);
461
      }
462

    
463
    /////////////////////////////////////////////////////
464
    // 4. Write to Depth buffer?
465
    if( mState.depthMask!=cState.depthMask )
466
      {
467
      //android.util.Log.d("State", "setting depth mask");
468
      cState.depthMask = mState.depthMask;
469
      GLES31.glDepthMask(cState.depthMask==1);
470
      }
471

    
472
    /////////////////////////////////////////////////////
473
    // 5. Enable Blending?
474
    if( mState.blend!=cState.blend )
475
      {
476
      cState.blend = mState.blend;
477

    
478
      if (cState.blend == 0)
479
        {
480
        //android.util.Log.d("State", "disabling blending");
481
        GLES31.glDisable(GLES31.GL_BLEND);
482
        }
483
      else
484
        {
485
        //android.util.Log.d("State", "enabling blending");
486
        GLES31.glEnable(GLES31.GL_BLEND);
487
        }
488
      }
489

    
490
    /////////////////////////////////////////////////////
491
    // 6. Change Blend function?
492
    if( mState.blendSrc!=cState.blendSrc || mState.blendDst!=cState.blendDst )
493
      {
494
      //android.util.Log.d("State", "setting blend function");
495
      cState.blendSrc = mState.blendSrc;
496
      cState.blendDst = mState.blendDst;
497
      GLES31.glBlendFunc(cState.blendSrc,cState.blendDst);
498
      }
499

    
500
    /////////////////////////////////////////////////////
501
    // 7. Enable/Disable Stencil Test?
502
    if( mState.stencilTest!=cState.stencilTest )
503
      {
504
      cState.stencilTest = mState.stencilTest;
505

    
506
      if (cState.stencilTest == 0)
507
        {
508
        //android.util.Log.d("State", "disabling stencil test");
509
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
510
        }
511
      else
512
        {
513
        //android.util.Log.d("State", "enabling stencil test");
514
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
515
        }
516
      }
517

    
518
    /////////////////////////////////////////////////////
519
    // 8. Adjust Stencil function?
520
    if( mState.stencilFuncFunc!=cState.stencilFuncFunc || mState.stencilFuncRef!=cState.stencilFuncRef || mState.stencilFuncMask!=cState.stencilFuncMask )
521
      {
522
      //android.util.Log.d("State", "setting stencil function");
523
      cState.stencilFuncFunc = mState.stencilFuncFunc;
524
      cState.stencilFuncRef  = mState.stencilFuncRef ;
525
      cState.stencilFuncMask = mState.stencilFuncMask;
526
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
527
      }
528

    
529
    /////////////////////////////////////////////////////
530
    // 9. Adjust Stencil operation?
531
    if( mState.stencilOpSfail!=cState.stencilOpSfail || mState.stencilOpDpfail!=cState.stencilOpDpfail || mState.stencilOpDppass!=cState.stencilOpDppass )
532
      {
533
      //android.util.Log.d("State", "setting stencil op");
534
      cState.stencilOpSfail = mState.stencilOpSfail;
535
      cState.stencilOpDpfail= mState.stencilOpDpfail;
536
      cState.stencilOpDppass= mState.stencilOpDppass;
537
      GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
538
      }
539

    
540
    /////////////////////////////////////////////////////
541
    // 10. Write to Stencil buffer?
542
    if( mState.stencilMask!=cState.stencilMask )
543
      {
544
      //android.util.Log.d("State", "setting stencil mask");
545
      cState.stencilMask = mState.stencilMask;
546
      GLES31.glStencilMask(cState.stencilMask);
547
      }
548

    
549
    /////////////////////////////////////////////////////
550
    // 11. Clear buffers?
551
    if( mClear!=0 )
552
      {
553
      //android.util.Log.d("State", "clearing buffer");
554
      GLES31.glClear(mClear);
555
      }
556
    }
557

    
558
///////////////////////////////////////////////////////////////////////////////////////////////////
559

    
560
  void glColorMask(boolean r, boolean g, boolean b, boolean a)
561
    {
562
    mState.colorMaskR = (r ? 1:0);
563
    mState.colorMaskG = (g ? 1:0);
564
    mState.colorMaskB = (b ? 1:0);
565
    mState.colorMaskA = (a ? 1:0);
566
    }
567

    
568
///////////////////////////////////////////////////////////////////////////////////////////////////
569

    
570
  void glDepthMask(boolean mask)
571
    {
572
    mState.depthMask = (mask ? 1:0);
573
    }
574

    
575
///////////////////////////////////////////////////////////////////////////////////////////////////
576

    
577
  void glStencilMask(int mask)
578
    {
579
    mState.stencilMask = mask;
580
    }
581

    
582
///////////////////////////////////////////////////////////////////////////////////////////////////
583

    
584
  void glEnable(int test)
585
    {
586
         if( test==GLES31.GL_DEPTH_TEST   ) mState.depthTest   = 1;
587
    else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 1;
588
    else if( test==GLES31.GL_BLEND        ) mState.blend       = 1;
589
    }
590

    
591
///////////////////////////////////////////////////////////////////////////////////////////////////
592

    
593
  void glDisable(int test)
594
    {
595
         if( test==GLES31.GL_DEPTH_TEST   ) mState.depthTest   = 0;
596
    else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 0;
597
    else if( test==GLES31.GL_BLEND        ) mState.blend       = 0;
598
    }
599

    
600
///////////////////////////////////////////////////////////////////////////////////////////////////
601

    
602
  void glStencilFunc(int func, int ref, int mask)
603
    {
604
    mState.stencilFuncFunc = func;
605
    mState.stencilFuncRef  = ref;
606
    mState.stencilFuncMask = mask;
607
    }
608

    
609
///////////////////////////////////////////////////////////////////////////////////////////////////
610

    
611
  void glStencilOp(int sfail, int dpfail, int dppass)
612
    {
613
    mState.stencilOpSfail = sfail;
614
    mState.stencilOpDpfail= dpfail;
615
    mState.stencilOpDppass= dppass;
616
    }
617

    
618
///////////////////////////////////////////////////////////////////////////////////////////////////
619

    
620
  void glDepthFunc(int func)
621
    {
622
    mState.depthFunc = func;
623
    }
624

    
625
///////////////////////////////////////////////////////////////////////////////////////////////////
626

    
627
  void glBlendFunc(int src, int dst)
628
    {
629
    mState.blendSrc = src;
630
    mState.blendDst = dst;
631
    }
632

    
633
///////////////////////////////////////////////////////////////////////////////////////////////////
634

    
635
  void glClear(int mask)
636
    {
637
    mClear = mask;
638
    }
639
}
(10-10/22)