Merge branch 'BorealFeast-master'

cleanup_build_scripts
Kirill Vainer 9 years ago
commit 0ab73359ca
  1. 5
      jme3-android/src/main/java/com/jme3/renderer/android/AndroidGL.java
  2. 191
      jme3-core/src/main/java/com/jme3/material/RenderState.java
  3. 12
      jme3-core/src/main/java/com/jme3/renderer/RenderContext.java
  4. 253
      jme3-core/src/main/java/com/jme3/renderer/opengl/GL.java
  5. 5
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLDebugDesktop.java
  6. 5
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLDebugES.java
  7. 48
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java
  8. 5
      jme3-core/src/plugins/java/com/jme3/material/plugins/J3MLoader.java
  9. 110
      jme3-examples/src/main/java/jme3test/renderer/TestBlendEquations.java
  10. 5
      jme3-ios/src/main/java/com/jme3/renderer/ios/IosGL.java
  11. 1
      jme3-ios/src/main/java/com/jme3/renderer/ios/JmeIosGLES.java
  12. 5
      jme3-jogl/src/main/java/com/jme3/renderer/jogl/JoglGL.java
  13. 4
      jme3-lwjgl/src/main/java/com/jme3/renderer/lwjgl/LwjglGL.java
  14. 4
      jme3-lwjgl3/src/main/java/com/jme3/renderer/lwjgl/LwjglGL.java

@ -523,4 +523,9 @@ public class AndroidGL implements GL, GLExt, GLFbo {
public Object glFenceSync(int condition, int flags) {
throw new UnsupportedOperationException("OpenGL ES 2 does not support sync fences");
}
@Override
public void glBlendEquationSeparate(int colorMode, int alphaMode) {
GLES20.glBlendEquationSeparate(colorMode, alphaMode);
}
}

@ -120,6 +120,92 @@ public class RenderState implements Cloneable, Savable {
Always
}
/**
* <code>BlendEquation</code> specifies the blending equation to combine
* pixels.
*/
public enum BlendEquation {
/**
* Sets the blend equation so that the source and destination data are
* added. (Default) Clamps to [0,1] Useful for things like antialiasing
* and transparency.
*/
Add,
/**
* Sets the blend equation so that the source and destination data are
* subtracted (Src - Dest). Clamps to [0,1] Falls back to Add if
* supportsSubtract is false.
*/
Subtract,
/**
* Same as Subtract, but the order is reversed (Dst - Src). Clamps to
* [0,1] Falls back to Add if supportsSubtract is false.
*/
ReverseSubtract,
/**
* Sets the blend equation so that each component of the result color is
* the minimum of the corresponding components of the source and
* destination colors. This and Max are useful for applications that
* analyze image data (image thresholding against a constant color, for
* example). Falls back to Add if supportsMinMax is false.
*/
Min,
/**
* Sets the blend equation so that each component of the result color is
* the maximum of the corresponding components of the source and
* destination colors. This and Min are useful for applications that
* analyze image data (image thresholding against a constant color, for
* example). Falls back to Add if supportsMinMax is false.
*/
Max
}
/**
* <code>BlendEquationAlpha</code> specifies the blending equation to
* combine pixels for the alpha component.
*/
public enum BlendEquationAlpha {
/**
* Sets the blend equation to be the same as the one defined by
* {@link #blendEquation}.
*
*/
InheritColor,
/**
* Sets the blend equation so that the source and destination data are
* added. (Default) Clamps to [0,1] Useful for things like antialiasing
* and transparency.
*/
Add,
/**
* Sets the blend equation so that the source and destination data are
* subtracted (Src - Dest). Clamps to [0,1] Falls back to Add if
* supportsSubtract is false.
*/
Subtract,
/**
* Same as Subtract, but the order is reversed (Dst - Src). Clamps to
* [0,1] Falls back to Add if supportsSubtract is false.
*/
ReverseSubtract,
/**
* Sets the blend equation so that the result alpha is the minimum of
* the source alpha and destination alpha. This and Max are useful for
* applications that analyze image data (image thresholding against a
* constant color, for example). Falls back to Add if supportsMinMax is
* false.
*/
Min,
/**
* sSets the blend equation so that the result alpha is the maximum of
* the source alpha and destination alpha. This and Min are useful for
* applications that analyze image data (image thresholding against a
* constant color, for example). Falls back to Add if supportsMinMax is
* false.
*/
Max
}
/**
* <code>BlendMode</code> specifies the blending operation to use.
*
@ -377,6 +463,7 @@ public class RenderState implements Cloneable, Savable {
depthFunc = ic.readEnum("depthFunc", TestFunction.class, TestFunction.LessOrEqual);
lineWidth = ic.readFloat("lineWidth", 1);
applyWireFrame = ic.readBoolean("applyWireFrame", true);
applyCullMode = ic.readBoolean("applyCullMode", true);
applyDepthWrite = ic.readBoolean("applyDepthWrite", true);
@ -405,8 +492,8 @@ public class RenderState implements Cloneable, Savable {
}
/**
* returns true if the given renderState is equall to this one
* @param o the renderState to compate to
* returns true if the given renderState is equal to this one
* @param o the renderState to compare to
* @return true if the renderStates are equal
*/
@Override
@ -448,6 +535,7 @@ public class RenderState implements Cloneable, Savable {
return false;
}
if (offsetEnabled != rs.offsetEnabled) {
return false;
}
@ -579,6 +667,61 @@ public class RenderState implements Cloneable, Savable {
cachedHashCode = -1;
}
/**
* Set the blending equation.
* <p>
* When blending is enabled, (<code>blendMode</code> is not
* {@link BlendMode#Off}) the input pixel will be blended with the pixel
* already in the color buffer. The blending equation is determined by the
* {@link BlendEquation}. For example, the mode {@link BlendMode#Additive}
* and {@link BlendEquation#Add} will add the input pixel's color to the
* color already in the color buffer:
* <br/>
* <code>Result = Source Color + Destination Color</code>
* <br/>
* However, the mode {@link BlendMode#Additive}
* and {@link BlendEquation#Subtract} will subtract the input pixel's color to the
* color already in the color buffer:
* <br/>
* <code>Result = Source Color - Destination Color</code>
*
* @param blendEquation The blend equation to use.
*/
public void setBlendEquation(BlendEquation blendEquation) {
applyBlendEquation = true;
this.blendEquation = blendEquation;
cachedHashCode = -1;
}
/**
* Set the blending equation for the alpha component.
* <p>
* When blending is enabled, (<code>blendMode</code> is not
* {@link BlendMode#Off}) the input pixel will be blended with the pixel
* already in the color buffer. The blending equation is determined by the
* {@link BlendEquation} and can be overrode for the alpha component using
* the {@link BlendEquationAlpha} . For example, the mode
* {@link BlendMode#Additive} and {@link BlendEquationAlpha#Add} will add
* the input pixel's alpha to the alpha component already in the color
* buffer:
* <br/>
* <code>Result = Source Alpha + Destination Alpha</code>
* <br/>
* However, the mode {@link BlendMode#Additive} and
* {@link BlendEquationAlpha#Subtract} will subtract the input pixel's alpha
* to the alpha component already in the color buffer:
* <br/>
* <code>Result = Source Alpha - Destination Alpha</code>
*
* @param blendEquationAlpha The blend equation to use for the alpha
* component.
*/
public void setBlendEquationAlpha(BlendEquationAlpha blendEquationAlpha) {
applyBlendEquationAlpha = true;
this.blendEquationAlpha = blendEquationAlpha;
cachedHashCode = -1;
}
/**
* Enable depth testing.
*
@ -893,6 +1036,24 @@ public class RenderState implements Cloneable, Savable {
return backStencilFunction;
}
/**
* Retrieve the blend equation.
*
* @return the blend equation.
*/
public BlendEquation getBlendEquation() {
return blendEquation;
}
/**
* Retrieve the blend equation used for the alpha component.
*
* @return the blend equation for the alpha component.
*/
public BlendEquationAlpha getBlendEquationAlpha() {
return blendEquationAlpha;
}
/**
* Retrieve the blend mode.
*
@ -1047,6 +1208,8 @@ public class RenderState implements Cloneable, Savable {
return lineWidth;
}
public boolean isApplyBlendMode() {
return applyBlendMode;
}
@ -1067,6 +1230,7 @@ public class RenderState implements Cloneable, Savable {
return applyDepthWrite;
}
public boolean isApplyPolyOffset() {
return applyPolyOffset;
}
@ -1079,6 +1243,7 @@ public class RenderState implements Cloneable, Savable {
return applyDepthFunc;
}
public boolean isApplyLineWidth() {
return applyLineWidth;
}
@ -1096,6 +1261,8 @@ public class RenderState implements Cloneable, Savable {
hash = 79 * hash + (this.depthFunc != null ? this.depthFunc.hashCode() : 0);
hash = 79 * hash + (this.colorWrite ? 1 : 0);
hash = 79 * hash + (this.blendMode != null ? this.blendMode.hashCode() : 0);
hash = 79 * hash + (this.blendEquation != null ? this.blendEquation.hashCode() : 0);
hash = 79 * hash + (this.blendEquationAlpha != null ? this.blendEquationAlpha.hashCode() : 0);
hash = 79 * hash + Float.floatToIntBits(this.offsetFactor);
hash = 79 * hash + Float.floatToIntBits(this.offsetUnits);
hash = 79 * hash + (this.offsetEnabled ? 1 : 0);
@ -1171,6 +1338,16 @@ public class RenderState implements Cloneable, Savable {
} else {
state.colorWrite = colorWrite;
}
if (additionalState.applyBlendEquation) {
state.blendEquation = additionalState.blendEquation;
} else {
state.blendEquation = blendEquation;
}
if (additionalState.applyBlendEquationAlpha) {
state.blendEquationAlpha = additionalState.blendEquationAlpha;
} else {
state.blendEquationAlpha = blendEquationAlpha;
}
if (additionalState.applyBlendMode) {
state.blendMode = additionalState.blendMode;
} else {
@ -1221,6 +1398,7 @@ public class RenderState implements Cloneable, Savable {
state.cachedHashCode = -1;
return state;
}
public void set(RenderState state) {
wireframe = state.wireframe;
cullMode = state.cullMode;
@ -1240,6 +1418,8 @@ public class RenderState implements Cloneable, Savable {
backStencilDepthPassOperation = state.backStencilDepthPassOperation;
frontStencilFunction = state.frontStencilFunction;
backStencilFunction = state.backStencilFunction;
blendEquationAlpha = state.blendEquationAlpha;
blendEquation = state.blendEquation;
depthFunc = state.depthFunc;
lineWidth = state.lineWidth;
@ -1248,7 +1428,9 @@ public class RenderState implements Cloneable, Savable {
applyDepthWrite = true;
applyDepthTest = true;
applyColorWrite = true;
applyBlendMode = true;
applyBlendEquation = true;
applyBlendEquationAlpha = true;
applyBlendMode = true;
applyPolyOffset = true;
applyDepthFunc = true;
applyLineWidth = true;
@ -1268,6 +1450,9 @@ public class RenderState implements Cloneable, Savable {
+ "\napplyDepthTest=" + applyDepthTest
+ "\ncolorWrite=" + colorWrite
+ "\napplyColorWrite=" + applyColorWrite
+ "\nblendEquation=" + blendEquation
+ "\napplyBlendEquation=" + applyBlendEquation
+ "\napplyBlendEquationAlpha=" + applyBlendEquationAlpha
+ "\nblendMode=" + blendMode
+ "\napplyBlendMode=" + applyBlendMode
+ "\noffsetEnabled=" + offsetEnabled

@ -100,6 +100,16 @@ public class RenderContext {
*/
public RenderState.BlendMode blendMode = RenderState.BlendMode.Off;
/**
* @see RenderState#setBlendEquation(com.jme3.material.RenderState.BlendEquation)
*/
public RenderState.BlendEquation blendEquation = RenderState.BlendEquation.Add;
/**
* @see RenderState#setBlendEquationAlpha(com.jme3.material.RenderState.BlendEquationAlpha)
*/
public RenderState.BlendEquationAlpha blendEquationAlpha = RenderState.BlendEquationAlpha.InheritColor;
/**
* @see RenderState#setWireframe(boolean)
*/
@ -254,6 +264,8 @@ public class RenderContext {
polyOffsetUnits = 0;
pointSize = 1;
blendMode = RenderState.BlendMode.Off;
blendEquation = RenderState.BlendEquation.Add;
blendEquationAlpha = RenderState.BlendEquationAlpha.InheritColor;
wireframe = false;
boundShaderProgram = 0;
boundShader = null;

@ -71,6 +71,9 @@ public interface GL {
public static final int GL_FLOAT = 0x1406;
public static final int GL_FRAGMENT_SHADER = 0x8B30;
public static final int GL_FRONT = 0x404;
public static final int GL_FUNC_ADD = 0x8006;
public static final int GL_FUNC_SUBTRACT = 0x800A;
public static final int GL_FUNC_REVERSE_SUBTRACT = 0x800B;
public static final int GL_FRONT_AND_BACK = 0x408;
public static final int GL_GEQUAL = 0x206;
public static final int GL_GREATER = 0x204;
@ -95,6 +98,7 @@ public interface GL {
public static final int GL_LINK_STATUS = 0x8B82;
public static final int GL_LUMINANCE = 0x1909;
public static final int GL_LUMINANCE_ALPHA = 0x190A;
public static final int GL_MAX = 0x8008;
public static final int GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C;
public static final int GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49;
public static final int GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD;
@ -105,6 +109,7 @@ public interface GL {
public static final int GL_MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A;
public static final int GL_MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB;
public static final int GL_MIRRORED_REPEAT = 0x8370;
public static final int GL_MIN = 0x8007;
public static final int GL_NEAREST = 0x2600;
public static final int GL_NEAREST_MIPMAP_LINEAR = 0x2702;
public static final int GL_NEAREST_MIPMAP_NEAREST = 0x2700;
@ -184,167 +189,89 @@ public interface GL {
public static final int GL_VERTEX_SHADER = 0x8B31;
public static final int GL_ZERO = 0x0;
public void resetStats();
public void glActiveTexture(int texture);
public void glAttachShader(int program, int shader);
public void glBindBuffer(int target, int buffer);
public void glBindTexture(int target, int texture);
public void glBlendFunc(int sfactor, int dfactor);
public void glBufferData(int target, long data_size, int usage);
public void glBufferData(int target, FloatBuffer data, int usage);
public void glBufferData(int target, ShortBuffer data, int usage);
public void glBufferData(int target, ByteBuffer data, int usage);
public void glBufferSubData(int target, long offset, FloatBuffer data);
public void glBufferSubData(int target, long offset, ShortBuffer data);
public void glBufferSubData(int target, long offset, ByteBuffer data);
public void glClear(int mask);
public void glClearColor(float red, float green, float blue, float alpha);
public void glColorMask(boolean red, boolean green, boolean blue, boolean alpha);
public void glCompileShader(int shader);
public void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, ByteBuffer data);
public void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, ByteBuffer data);
public int glCreateProgram();
public int glCreateShader(int shaderType);
public void glCullFace(int mode);
public void glDeleteBuffers(IntBuffer buffers);
public void glDeleteProgram(int program);
public void glDeleteShader(int shader);
public void glDeleteTextures(IntBuffer textures);
public void glDepthFunc(int func);
public void glDepthMask(boolean flag);
public void glDepthRange(double nearVal, double farVal);
public void glDetachShader(int program, int shader);
public void glDisable(int cap);
public void glDisableVertexAttribArray(int index);
public void glDrawArrays(int mode, int first, int count);
public void glDrawRangeElements(int mode, int start, int end, int count, int type, long indices); /// GL2+
public void glEnable(int cap);
public void glEnableVertexAttribArray(int index);
public void glGenBuffers(IntBuffer buffers);
public void glGenTextures(IntBuffer textures);
public int glGetAttribLocation(int program, String name);
public void glGetBoolean(int pname, ByteBuffer params);
public void glGetBufferSubData(int target, long offset, ByteBuffer data);
public int glGetError();
public void glGetInteger(int pname, IntBuffer params);
public void glGetProgram(int program, int pname, IntBuffer params);
public String glGetProgramInfoLog(int program, int maxSize);
public void glGetShader(int shader, int pname, IntBuffer params);
public String glGetShaderInfoLog(int shader, int maxSize);
public String glGetString(int name);
public int glGetUniformLocation(int program, String name);
public boolean glIsEnabled(int cap);
public void glLineWidth(float width);
public void glLinkProgram(int program);
public void glPixelStorei(int pname, int param);
public void glPolygonOffset(float factor, float units);
public void glReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer data);
public void glReadPixels(int x, int y, int width, int height, int format, int type, long offset);
public void glScissor(int x, int y, int width, int height);
public void glShaderSource(int shader, String[] string, IntBuffer length);
public void glStencilFuncSeparate(int face, int func, int ref, int mask);
public void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass);
public void glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, ByteBuffer data);
public void glTexParameterf(int target, int pname, float param);
public void glTexParameteri(int target, int pname, int param);
public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, ByteBuffer data);
public void glUniform1(int location, FloatBuffer value);
public void glUniform1(int location, IntBuffer value);
public void glUniform1f(int location, float v0);
public void glUniform1i(int location, int v0);
public void glUniform2(int location, IntBuffer value);
public void glUniform2(int location, FloatBuffer value);
public void glUniform2f(int location, float v0, float v1);
public void glUniform3(int location, IntBuffer value);
public void glUniform3(int location, FloatBuffer value);
public void glUniform3f(int location, float v0, float v1, float v2);
public void glUniform4(int location, FloatBuffer value);
public void glUniform4(int location, IntBuffer value);
public void glUniform4f(int location, float v0, float v1, float v2, float v3);
public void glUniformMatrix3(int location, boolean transpose, FloatBuffer value);
public void glUniformMatrix4(int location, boolean transpose, FloatBuffer value);
public void glUseProgram(int program);
public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer);
public void glViewport(int x, int y, int width, int height);
public void resetStats();
public void glActiveTexture(int texture);
public void glAttachShader(int program, int shader);
public void glBindBuffer(int target, int buffer);
public void glBindTexture(int target, int texture);
public void glBlendEquationSeparate(int colorMode, int alphaMode);
public void glBlendFunc(int sfactor, int dfactor);
public void glBufferData(int target, long data_size, int usage);
public void glBufferData(int target, FloatBuffer data, int usage);
public void glBufferData(int target, ShortBuffer data, int usage);
public void glBufferData(int target, ByteBuffer data, int usage);
public void glBufferSubData(int target, long offset, FloatBuffer data);
public void glBufferSubData(int target, long offset, ShortBuffer data);
public void glBufferSubData(int target, long offset, ByteBuffer data);
public void glClear(int mask);
public void glClearColor(float red, float green, float blue, float alpha);
public void glColorMask(boolean red, boolean green, boolean blue, boolean alpha);
public void glCompileShader(int shader);
public void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, ByteBuffer data);
public void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, ByteBuffer data);
public int glCreateProgram();
public int glCreateShader(int shaderType);
public void glCullFace(int mode);
public void glDeleteBuffers(IntBuffer buffers);
public void glDeleteProgram(int program);
public void glDeleteShader(int shader);
public void glDeleteTextures(IntBuffer textures);
public void glDepthFunc(int func);
public void glDepthMask(boolean flag);
public void glDepthRange(double nearVal, double farVal);
public void glDetachShader(int program, int shader);
public void glDisable(int cap);
public void glDisableVertexAttribArray(int index);
public void glDrawArrays(int mode, int first, int count);
public void glDrawRangeElements(int mode, int start, int end, int count, int type, long indices); /// GL2+
public void glEnable(int cap);
public void glEnableVertexAttribArray(int index);
public void glGenBuffers(IntBuffer buffers);
public void glGenTextures(IntBuffer textures);
public int glGetAttribLocation(int program, String name);
public void glGetBoolean(int pname, ByteBuffer params);
public void glGetBufferSubData(int target, long offset, ByteBuffer data);
public int glGetError();
public void glGetInteger(int pname, IntBuffer params);
public void glGetProgram(int program, int pname, IntBuffer params);
public String glGetProgramInfoLog(int program, int maxSize);
public void glGetShader(int shader, int pname, IntBuffer params);
public String glGetShaderInfoLog(int shader, int maxSize);
public String glGetString(int name);
public int glGetUniformLocation(int program, String name);
public boolean glIsEnabled(int cap);
public void glLineWidth(float width);
public void glLinkProgram(int program);
public void glPixelStorei(int pname, int param);
public void glPolygonOffset(float factor, float units);
public void glReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer data);
public void glReadPixels(int x, int y, int width, int height, int format, int type, long offset);
public void glScissor(int x, int y, int width, int height);
public void glShaderSource(int shader, String[] string, IntBuffer length);
public void glStencilFuncSeparate(int face, int func, int ref, int mask);
public void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass);
public void glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, ByteBuffer data);
public void glTexParameterf(int target, int pname, float param);
public void glTexParameteri(int target, int pname, int param);
public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, ByteBuffer data);
public void glUniform1(int location, FloatBuffer value);
public void glUniform1(int location, IntBuffer value);
public void glUniform1f(int location, float v0);
public void glUniform1i(int location, int v0);
public void glUniform2(int location, IntBuffer value);
public void glUniform2(int location, FloatBuffer value);
public void glUniform2f(int location, float v0, float v1);
public void glUniform3(int location, IntBuffer value);
public void glUniform3(int location, FloatBuffer value);
public void glUniform3f(int location, float v0, float v1, float v2);
public void glUniform4(int location, FloatBuffer value);
public void glUniform4(int location, IntBuffer value);
public void glUniform4f(int location, float v0, float v1, float v2, float v3);
public void glUniformMatrix3(int location, boolean transpose, FloatBuffer value);
public void glUniformMatrix4(int location, boolean transpose, FloatBuffer value);
public void glUseProgram(int program);
public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer);
public void glViewport(int x, int y, int width, int height);
}

@ -100,4 +100,9 @@ public class GLDebugDesktop extends GLDebugES implements GL2, GL3, GL4 {
gl3.glFramebufferTextureLayer(param1, param2, param3, param4, param5);
checkError();
}
public void glBlendEquationSeparate(int colorMode, int alphaMode) {
gl.glBlendEquationSeparate(colorMode, alphaMode);
checkError();
}
}

@ -560,4 +560,9 @@ public class GLDebugES extends GLDebug implements GL, GLFbo, GLExt {
checkError();
return sync;
}
public void glBlendEquationSeparate(int colorMode, int alphaMode) {
gl.glBlendEquationSeparate(colorMode, alphaMode);
checkError();
}
}

@ -750,6 +750,19 @@ public final class GLRenderer implements Renderer {
throw new UnsupportedOperationException("Unrecognized blend mode: "
+ state.getBlendMode());
}
if (state.getBlendEquation() != context.blendEquation || state.getBlendEquationAlpha() != context.blendEquationAlpha) {
int colorMode = convertBlendEquation(state.getBlendEquation());
int alphaMode;
if (state.getBlendEquationAlpha() == RenderState.BlendEquationAlpha.InheritColor) {
alphaMode = colorMode;
} else {
alphaMode = convertBlendEquationAlpha(state.getBlendEquationAlpha());
}
gl.glBlendEquationSeparate(colorMode, alphaMode);
context.blendEquation = state.getBlendEquation();
context.blendEquationAlpha = state.getBlendEquationAlpha();
}
}
context.blendMode = state.getBlendMode();
@ -800,6 +813,41 @@ public final class GLRenderer implements Renderer {
}
}
private int convertBlendEquation(RenderState.BlendEquation blendEquation) {
switch (blendEquation) {
case Add:
return GL2.GL_FUNC_ADD;
case Subtract:
return GL2.GL_FUNC_SUBTRACT;
case ReverseSubtract:
return GL2.GL_FUNC_REVERSE_SUBTRACT;
case Min:
return GL2.GL_MIN;
case Max:
return GL2.GL_MAX;
default:
throw new UnsupportedOperationException("Unrecognized blend operation: " + blendEquation);
}
}
private int convertBlendEquationAlpha(RenderState.BlendEquationAlpha blendEquationAlpha) {
//Note: InheritColor mode should already be handled, that is why it does not belong the the switch case.
switch (blendEquationAlpha) {
case Add:
return GL2.GL_FUNC_ADD;
case Subtract:
return GL2.GL_FUNC_SUBTRACT;
case ReverseSubtract:
return GL2.GL_FUNC_REVERSE_SUBTRACT;
case Min:
return GL2.GL_MIN;
case Max:
return GL2.GL_MAX;
default:
throw new UnsupportedOperationException("Unrecognized alpha blend operation: " + blendEquationAlpha);
}
}
private int convertStencilOperation(StencilOperation stencilOp) {
switch (stencilOp) {
case Keep:

@ -36,6 +36,7 @@ import com.jme3.material.logic.SinglePassLightingLogic;
import com.jme3.material.logic.DefaultTechniqueDefLogic;
import com.jme3.asset.*;
import com.jme3.material.*;
import com.jme3.material.RenderState.BlendEquation;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.material.RenderState.FaceCullMode;
import com.jme3.material.TechniqueDef.LightMode;
@ -448,6 +449,10 @@ public class J3MLoader implements AssetLoader {
renderState.setDepthTest(parseBoolean(split[1]));
}else if (split[0].equals("Blend")){
renderState.setBlendMode(BlendMode.valueOf(split[1]));
}else if (split[0].equals("BlendEquation")){
renderState.setBlendEquation(BlendEquation.valueOf(split[1]));
}else if (split[0].equals("BlendEquationAlpha")){
renderState.setBlendEquationAlpha(RenderState.BlendEquationAlpha.valueOf(split[1]));
}else if (split[0].equals("AlphaTestFalloff")){
// Ignore for backwards compatbility
}else if (split[0].equals("PolyOffset")){

@ -0,0 +1,110 @@
/*
* Copyright (c) 2009-2016 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package jme3test.renderer;
import com.jme3.app.SimpleApplication;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.material.RenderState;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Quad;
public class TestBlendEquations extends SimpleApplication {
public static void main(String[] args) {
TestBlendEquations app = new TestBlendEquations();
app.start();
}
public void simpleInitApp() {
Geometry teaGeom = (Geometry) assetManager.loadModel("Models/Teapot/Teapot.obj");
teaGeom.scale(6);
teaGeom.getMaterial().getAdditionalRenderState().setBlendEquation(RenderState.BlendEquation.Add);
teaGeom.move(0, -2f, 0);
DirectionalLight dl = new DirectionalLight();
dl.setColor(ColorRGBA.Red);
dl.setDirection(Vector3f.UNIT_XYZ.negate());
rootNode.addLight(dl);
rootNode.attachChild(teaGeom);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", new ColorRGBA(0.5f, 0f, 1f, 0.3f));
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Color);
mat.getAdditionalRenderState().setBlendEquation(RenderState.BlendEquation.Subtract);
Geometry geo = new Geometry("BottomLeft", new Quad(guiViewPort.getCamera().getWidth() / 2, guiViewPort.getCamera().getHeight() / 2));
geo.setMaterial(mat);
geo.setQueueBucket(RenderQueue.Bucket.Gui);
geo.setLocalTranslation(0, 0, 1);
guiNode.attachChild(geo);
Material m = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
m.getAdditionalRenderState().setBlendEquation(RenderState.BlendEquation.ReverseSubtract);
m.setColor("Color", new ColorRGBA(0.0f, 1f, 1.f, 1f));
m.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.AlphaAdditive);
geo = new Geometry("BottomRight", new Quad(guiViewPort.getCamera().getWidth() / 2, guiViewPort.getCamera().getHeight() / 2));
geo.setMaterial(m);
geo.setQueueBucket(RenderQueue.Bucket.Gui);
geo.setLocalTranslation(guiViewPort.getCamera().getWidth() / 2, 0, 1);
guiNode.attachChild(geo);
m = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
m.getAdditionalRenderState().setBlendEquation(RenderState.BlendEquation.Min);
m.setColor("Color", new ColorRGBA(0.3f, 0f, 0.1f, 0.3f));
m.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Additive);
geo = new Geometry("TopRight", new Quad(guiViewPort.getCamera().getWidth() / 2, guiViewPort.getCamera().getHeight() / 2));
geo.setMaterial(m);
geo.setQueueBucket(RenderQueue.Bucket.Gui);
geo.setLocalTranslation(guiViewPort.getCamera().getWidth() / 2, guiViewPort.getCamera().getHeight() / 2, 1);
guiNode.attachChild(geo);
geo = new Geometry("OverTeaPot", new Quad(guiViewPort.getCamera().getWidth() / 2, guiViewPort.getCamera().getHeight() / 2));
geo.setMaterial(mat);
geo.setQueueBucket(RenderQueue.Bucket.Transparent);
geo.setLocalTranslation(0, -100, 5);
rootNode.attachChild(geo);
}
}

@ -78,6 +78,11 @@ public class IosGL implements GL, GLExt, GLFbo {
checkLimit(buffer);
return buffer.limit() / elementSize;
}
@Override
public void glBlendEquationSeparate(int colorMode, int alphaMode) {
JmeIosGLES.glBlendEquationSeparate(colorMode, alphaMode);
}
private int toArray(IntBuffer buffer) {
int remain = buffer.remaining();

@ -142,6 +142,7 @@ public class JmeIosGLES {
public static native void glBindRenderbuffer(int target, int renderbuffer);
public static native void glBindTexture(int target, int texture);
// public static native void glBindVertexArray // TODO: Investigate this
public static native void glBlendEquationSeparate(int colorMode, int alphaMode);
public static native void glBlendFunc(int sfactor, int dfactor);
public static native void glBufferData(int target, int size, Buffer data, int usage);
public static native void glBufferData2(int target, int size, byte[] data, int offset, int usage);

@ -78,6 +78,11 @@ public class JoglGL implements GL, GL2, GL3, GL4 {
GLContext.getCurrentGL().glBindTexture(param1, param2);
}
@Override
public void glBlendEquationSeparate(int colorMode, int alphaMode){
GLContext.getCurrentGL().glBlendEquationSeparate(colorMode, alphaMode);
}
@Override
public void glBlendFunc(int param1, int param2) {
GLContext.getCurrentGL().glBlendFunc(param1, param2);

@ -50,6 +50,10 @@ public final class LwjglGL implements GL, GL2, GL3, GL4 {
GL11.glBindTexture(param1, param2);
}
public void glBlendEquationSeparate(int colorMode, int alphaMode){
GL20.glBlendEquationSeparate(colorMode,alphaMode);
}
public void glBlendFunc(int param1, int param2) {
GL11.glBlendFunc(param1, param2);
}

@ -79,6 +79,10 @@ public class LwjglGL implements GL, GL2, GL3, GL4 {
GL11.glBindTexture(param1, param2);
}
public void glBlendEquationSeparate(int colorMode, int alphaMode){
GL20.glBlendEquationSeparate(colorMode,alphaMode);
}
public void glBlendFunc(int param1, int param2) {
GL11.glBlendFunc(param1, param2);
}

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