Appended the proper OpenGL constants to Javadoc for BlendMode.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8154 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -43,9 +43,9 @@ import java.io.IOException;
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/**
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* <code>RenderState</code> specifies material rendering properties that cannot
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* be controlled by a shader on a {@link Material}. The properties
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* allow manipulation of rendering features such as depth testing, alpha blending,
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* allow manipulation of rendering features such as depth testing, alpha blending,
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* face culling, stencil operations, and much more.
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*
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*
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* @author Kirill Vainer
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*/
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public class RenderState implements Cloneable, Savable {
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@ -53,7 +53,7 @@ public class RenderState implements Cloneable, Savable {
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/**
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* The <code>DEFAULT</code> render state is the one used by default
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* on all materials unless changed otherwise by the user.
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*
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*
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* <p>
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* It has the following properties:
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* <ul>
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@ -63,13 +63,13 @@ public class RenderState implements Cloneable, Savable {
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* </ul>
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*/
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public static final RenderState DEFAULT = new RenderState();
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/**
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* The <code>NULL</code> render state is identical to the {@link RenderState#DEFAULT}
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* render state except that depth testing and face culling are disabled.
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*/
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public static final RenderState NULL = new RenderState();
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/**
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* The <code>ADDITIONAL</code> render state is identical to the
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* {@link RenderState#DEFAULT} render state except that all apply
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@ -82,9 +82,9 @@ public class RenderState implements Cloneable, Savable {
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/**
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* <code>TestFunction</code> specifies the testing function for stencil test
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* function and alpha test function.
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*
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*
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* <p>The functions work similarly as described except that for stencil
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* test function, the reference value given in the stencil command is
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* test function, the reference value given in the stencil command is
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* the input value while the reference is the value already in the stencil
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* buffer.
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*/
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@ -103,7 +103,7 @@ public class RenderState implements Cloneable, Savable {
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*/
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Less,
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/**
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* The test succeeds if the input value is less than or equal to
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* The test succeeds if the input value is less than or equal to
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* the reference value.
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*/
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LessOrEqual,
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@ -112,7 +112,7 @@ public class RenderState implements Cloneable, Savable {
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*/
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Greater,
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/**
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* The test succeeds if the input value is greater than or equal to
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* The test succeeds if the input value is greater than or equal to
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* the reference value.
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*/
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GreaterOrEqual,
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@ -128,8 +128,8 @@ public class RenderState implements Cloneable, Savable {
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/**
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* <code>BlendMode</code> specifies the blending operation to use.
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*
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* @see RenderState#setBlendMode(com.jme3.material.RenderState.BlendMode)
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*
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* @see RenderState#setBlendMode(com.jme3.material.RenderState.BlendMode)
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*/
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public enum BlendMode {
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@ -140,27 +140,27 @@ public class RenderState implements Cloneable, Savable {
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/**
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* Additive blending. For use with glows and particle emitters.
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* <p>
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* Result = Source Color + Destination Color
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* Result = Source Color + Destination Color -> (GL_ONE, GL_ONE)
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*/
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Additive,
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/**
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* Premultiplied alpha blending, for use with premult alpha textures.
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* <p>
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* Result = Source Color + (Dest Color * (1 - Source Alpha) )
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* Result = Source Color + (Dest Color * (1 - Source Alpha) ) -> (GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
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*/
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PremultAlpha,
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/**
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* Additive blending that is multiplied with source alpha.
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* For use with glows and particle emitters.
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* <p>
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* Result = (Source Alpha * Source Color) + Dest Color
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* Result = (Source Alpha * Source Color) + Dest Color -> (GL_SRC_ALPHA, GL_ONE)
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*/
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AlphaAdditive,
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/**
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* Color blending, blends in color from dest color
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* using source color.
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* <p>
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* Result = Source Color + (1 - Source Color) * Dest Color
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* Result = Source Color + (1 - Source Color) * Dest Color -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
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*/
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Color,
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/**
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@ -168,27 +168,27 @@ public class RenderState implements Cloneable, Savable {
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* using source alpha.
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* <p>
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* Result = Source Alpha * Source Color +
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* (1 - Source Alpha) * Dest Color
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* (1 - Source Alpha) * Dest Color -> (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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*/
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Alpha,
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/**
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* Multiplies the source and dest colors.
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* <p>
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* Result = Source Color * Dest Color
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* Result = Source Color * Dest Color -> (GL_DST_COLOR, GL_ZERO)
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*/
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Modulate,
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/**
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* Multiplies the source and dest colors then doubles the result.
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* <p>
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* Result = 2 * Source Color * Dest Color
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* Result = 2 * Source Color * Dest Color -> (GL_DST_COLOR, GL_SRC_COLOR)
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*/
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ModulateX2
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}
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/**
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* <code>FaceCullMode</code> specifies the criteria for faces to be culled.
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*
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* @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)
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*
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* @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)
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*/
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public enum FaceCullMode {
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@ -212,14 +212,14 @@ public class RenderState implements Cloneable, Savable {
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/**
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* <code>StencilOperation</code> specifies the stencil operation to use
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* in a certain scenario as specified in {@link RenderState#setStencil(boolean,
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* com.jme3.material.RenderState.StencilOperation,
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* com.jme3.material.RenderState.StencilOperation,
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* com.jme3.material.RenderState.StencilOperation,
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* com.jme3.material.RenderState.StencilOperation,
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* com.jme3.material.RenderState.StencilOperation,
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* in a certain scenario as specified in {@link RenderState#setStencil(boolean,
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* com.jme3.material.RenderState.StencilOperation,
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* com.jme3.material.RenderState.StencilFunction,
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* com.jme3.material.RenderState.StencilOperation,
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* com.jme3.material.RenderState.StencilOperation,
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* com.jme3.material.RenderState.StencilOperation,
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* com.jme3.material.RenderState.StencilOperation,
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* com.jme3.material.RenderState.StencilOperation,
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* com.jme3.material.RenderState.StencilFunction,
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* com.jme3.material.RenderState.StencilFunction)}
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*/
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public enum StencilOperation {
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@ -236,15 +236,15 @@ public class RenderState implements Cloneable, Savable {
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* Replace the value in the stencil buffer with the reference value.
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*/
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Replace,
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/**
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* Increment the value in the stencil buffer, clamp once reaching
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* the maximum value.
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*/
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Increment,
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/**
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* Increment the value in the stencil buffer and wrap to 0 when
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* Increment the value in the stencil buffer and wrap to 0 when
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* reaching the maximum value.
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*/
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IncrementWrap,
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@ -257,7 +257,7 @@ public class RenderState implements Cloneable, Savable {
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* value when reaching 0.
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*/
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DecrementWrap,
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/**
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* Does a bitwise invert of the value in the stencil buffer.
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*/
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@ -281,39 +281,39 @@ public class RenderState implements Cloneable, Savable {
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ADDITIONAL.applyAlphaFallOff = false;
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ADDITIONAL.applyPolyOffset = false;
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}
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boolean pointSprite = false;
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boolean applyPointSprite = true;
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boolean wireframe = false;
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boolean applyWireFrame = true;
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FaceCullMode cullMode = FaceCullMode.Back;
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boolean applyCullMode = true;
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boolean depthWrite = true;
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boolean applyDepthWrite = true;
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boolean depthTest = true;
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boolean applyDepthTest = true;
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boolean colorWrite = true;
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boolean applyColorWrite = true;
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BlendMode blendMode = BlendMode.Off;
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boolean applyBlendMode = true;
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boolean alphaTest = false;
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boolean applyAlphaTest = true;
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float alphaFallOff = 0;
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boolean applyAlphaFallOff = true;
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float offsetFactor = 0;
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float offsetUnits = 0;
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boolean offsetEnabled = false;
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boolean applyPolyOffset = true;
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boolean stencilTest = false;
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boolean applyStencilTest = false;
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StencilOperation frontStencilStencilFailOperation = StencilOperation.Keep;
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@ -377,7 +377,7 @@ public class RenderState implements Cloneable, Savable {
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/**
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* Create a clone of this <code>RenderState</code>
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*
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*
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* @return Clone of this render state.
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*/
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@Override
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@ -390,15 +390,15 @@ public class RenderState implements Cloneable, Savable {
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}
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/**
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* Enables point sprite mode.
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*
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* Enables point sprite mode.
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*
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* <p>When point sprite is enabled, any meshes
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* with the type of {@link Mode#Points} will be rendered as 2D quads
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* with texturing enabled. Fragment shaders can write to the
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* <code>gl_PointCoord</code> variable to manipulate the texture coordinate
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* with texturing enabled. Fragment shaders can write to the
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* <code>gl_PointCoord</code> variable to manipulate the texture coordinate
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* for each pixel. The size of the 2D quad can be controlled by writing
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* to the <code>gl_PointSize</code> variable in the vertex shader.
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*
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*
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* @param pointSprite Enables Point Sprite mode.
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*/
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public void setPointSprite(boolean pointSprite) {
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@ -407,16 +407,16 @@ public class RenderState implements Cloneable, Savable {
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}
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/**
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* Sets the alpha fall off value for alpha testing.
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*
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* Sets the alpha fall off value for alpha testing.
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*
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* <p>If the pixel's alpha value is greater than the
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* <code>alphaFallOff</code> then the pixel will be rendered, otherwise
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* the pixel will be discarded.
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*
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*
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* @param alphaFallOff The alpha of all rendered pixels must be higher
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* than this value to be rendered. This value should be between 0 and 1.
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*
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* @see RenderState#setAlphaTest(boolean)
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*
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* @see RenderState#setAlphaTest(boolean)
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*/
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public void setAlphaFallOff(float alphaFallOff) {
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applyAlphaFallOff = true;
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@ -425,15 +425,15 @@ public class RenderState implements Cloneable, Savable {
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/**
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* Enable alpha testing.
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*
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*
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* <p>When alpha testing is enabled, all input pixels' alpha are compared
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* to the {@link RenderState#setAlphaFallOff(float) constant alpha falloff}.
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* If the input alpha is greater than the falloff, the pixel will be rendered,
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* to the {@link RenderState#setAlphaFallOff(float) constant alpha falloff}.
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* If the input alpha is greater than the falloff, the pixel will be rendered,
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* otherwise it will be discarded.
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*
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*
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* @param alphaTest Set to true to enable alpha testing.
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*
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* @see RenderState#setAlphaFallOff(float)
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*
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* @see RenderState#setAlphaFallOff(float)
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*/
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public void setAlphaTest(boolean alphaTest) {
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applyAlphaTest = true;
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@ -442,11 +442,11 @@ public class RenderState implements Cloneable, Savable {
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/**
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* Enable writing color.
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*
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*
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* <p>When color write is enabled, the result of a fragment shader, the
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* <code>gl_FragColor</code>, will be rendered into the color buffer
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* (including alpha).
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*
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* <code>gl_FragColor</code>, will be rendered into the color buffer
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* (including alpha).
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*
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* @param colorWrite Set to true to enable color writing.
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*/
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public void setColorWrite(boolean colorWrite) {
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@ -456,24 +456,24 @@ public class RenderState implements Cloneable, Savable {
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/**
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* Set the face culling mode.
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*
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*
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* <p>See the {@link FaceCullMode} enum on what each value does.
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* Face culling will project the triangle's points onto the screen
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* and determine if the triangle is in counter-clockwise order or
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* clockwise order. If a triangle is in counter-clockwise order, then
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* and determine if the triangle is in counter-clockwise order or
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* clockwise order. If a triangle is in counter-clockwise order, then
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* it is considered a front-facing triangle, otherwise, it is considered
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* a back-facing triangle.
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*
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*
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* @param cullMode the face culling mode.
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*/
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public void setFaceCullMode(FaceCullMode cullMode) {
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applyCullMode = true;
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this.cullMode = cullMode;
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}
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/**
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* Set the blending mode.
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*
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*
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* <p>When blending is enabled, (<code>blendMode</code> is not {@link BlendMode#Off})
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* the input pixel will be blended with the pixel
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* already in the color buffer. The blending operation is determined
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@ -481,62 +481,62 @@ public class RenderState implements Cloneable, Savable {
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* will add the input pixel's color to the color already in the color buffer:
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* <br/>
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* <code>Result = Source Color + Destination Color</code>
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*
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* @param blendMode The blend mode to use. Set to {@link BlendMode#Off}
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*
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* @param blendMode The blend mode to use. Set to {@link BlendMode#Off}
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* to disable blending.
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*/
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public void setBlendMode(BlendMode blendMode) {
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applyBlendMode = true;
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this.blendMode = blendMode;
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}
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/**
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* Enable depth testing.
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*
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* <p>When depth testing is enabled, a pixel must pass the depth test
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* before it is written to the color buffer.
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*
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* <p>When depth testing is enabled, a pixel must pass the depth test
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* before it is written to the color buffer.
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* The input pixel's depth value must be less than or equal than
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* the value already in the depth buffer to pass the depth test.
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*
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*
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* @param depthTest Enable or disable depth testing.
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*/
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public void setDepthTest(boolean depthTest) {
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applyDepthTest = true;
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this.depthTest = depthTest;
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}
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/**
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* Enable depth writing.
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*
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*
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* <p>After passing the {@link RenderState#setDepthTest(boolean) depth test},
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* a pixel's depth value will be written into the depth buffer if
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* depth writing is enabled.
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*
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*
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* @param depthWrite True to enable writing to the depth buffer.
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*/
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public void setDepthWrite(boolean depthWrite) {
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applyDepthWrite = true;
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this.depthWrite = depthWrite;
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}
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/**
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* Enables wireframe rendering mode.
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*
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*
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* <p>When in wireframe mode, {@link Mesh meshes} rendered in triangle mode
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* will not be solid, but instead, only the edges of the triangles
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* will be rendered.
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*
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*
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* @param wireframe True to enable wireframe mode.
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*/
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public void setWireframe(boolean wireframe) {
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applyWireFrame = true;
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this.wireframe = wireframe;
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}
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/**
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* Offsets the on-screen z-order of the material's polygons, to combat visual artefacts like
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* stitching, bleeding and z-fighting for overlapping polygons.
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* Factor and units are summed to produce the depth offset.
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* Factor and units are summed to produce the depth offset.
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* This offset is applied in screen space,
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* typically with positive Z pointing into the screen.
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* Typical values are (1.0f, 1.0f) or (-1.0f, -1.0f)
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@ -554,18 +554,18 @@ public class RenderState implements Cloneable, Savable {
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/**
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* Enable stencil testing.
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*
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*
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* <p>Stencil testing can be used to filter pixels according to the stencil
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* buffer. Objects can be rendered with some stencil operation to manipulate
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* the values in the stencil buffer, then, other objects can be rendered
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* to test against the values written previously.
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*
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*
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* @param enabled Set to true to enable stencil functionality. If false
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* all other parameters are ignored.
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*
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*
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* @param _frontStencilStencilFailOperation Sets the operation to occur when
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* a front-facing triangle fails the front stencil function.
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* @param _frontStencilDepthFailOperation Sets the operation to occur when
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* @param _frontStencilDepthFailOperation Sets the operation to occur when
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* a front-facing triangle fails the depth test.
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* @param _frontStencilDepthPassOperation Set the operation to occur when
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* a front-facing triangle passes the depth test.
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@ -602,7 +602,7 @@ public class RenderState implements Cloneable, Savable {
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/**
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* Check if stencil test is enabled.
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*
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*
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* @return True if stencil test is enabled.
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*/
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public boolean isStencilTest() {
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@ -611,18 +611,18 @@ public class RenderState implements Cloneable, Savable {
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/**
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* Retrieve the front stencil fail operation.
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*
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*
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* @return the front stencil fail operation.
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*
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* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*/
|
||||
public StencilOperation getFrontStencilStencilFailOperation() {
|
||||
return frontStencilStencilFailOperation;
|
||||
@ -630,18 +630,18 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Retrieve the front depth test fail operation.
|
||||
*
|
||||
*
|
||||
* @return the front depth test fail operation.
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*/
|
||||
public StencilOperation getFrontStencilDepthFailOperation() {
|
||||
return frontStencilDepthFailOperation;
|
||||
@ -649,18 +649,18 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Retrieve the front depth test pass operation.
|
||||
*
|
||||
*
|
||||
* @return the front depth test pass operation.
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*/
|
||||
public StencilOperation getFrontStencilDepthPassOperation() {
|
||||
return frontStencilDepthPassOperation;
|
||||
@ -668,18 +668,18 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Retrieve the back stencil fail operation.
|
||||
*
|
||||
*
|
||||
* @return the back stencil fail operation.
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*/
|
||||
public StencilOperation getBackStencilStencilFailOperation() {
|
||||
return backStencilStencilFailOperation;
|
||||
@ -687,18 +687,18 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Retrieve the back depth test fail operation.
|
||||
*
|
||||
*
|
||||
* @return the back depth test fail operation.
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*/
|
||||
public StencilOperation getBackStencilDepthFailOperation() {
|
||||
return backStencilDepthFailOperation;
|
||||
@ -706,18 +706,18 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Retrieve the back depth test pass operation.
|
||||
*
|
||||
*
|
||||
* @return the back depth test pass operation.
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*/
|
||||
public StencilOperation getBackStencilDepthPassOperation() {
|
||||
return backStencilDepthPassOperation;
|
||||
@ -725,18 +725,18 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Retrieve the front stencil function.
|
||||
*
|
||||
*
|
||||
* @return the front stencil function.
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*/
|
||||
public TestFunction getFrontStencilFunction() {
|
||||
return frontStencilFunction;
|
||||
@ -744,18 +744,18 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Retrieve the back stencil function.
|
||||
*
|
||||
*
|
||||
* @return the back stencil function.
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*
|
||||
* @see RenderState#setStencil(boolean,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.StencilOperation,
|
||||
* com.jme3.material.RenderState.TestFunction,
|
||||
* com.jme3.material.RenderState.TestFunction)
|
||||
*/
|
||||
public TestFunction getBackStencilFunction() {
|
||||
return backStencilFunction;
|
||||
@ -763,7 +763,7 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Retrieve the blend mode.
|
||||
*
|
||||
*
|
||||
* @return the blend mode.
|
||||
*/
|
||||
public BlendMode getBlendMode() {
|
||||
@ -772,21 +772,21 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Check if point sprite mode is enabled
|
||||
*
|
||||
*
|
||||
* @return True if point sprite mode is enabled.
|
||||
*
|
||||
* @see RenderState#setPointSprite(boolean)
|
||||
*
|
||||
* @see RenderState#setPointSprite(boolean)
|
||||
*/
|
||||
public boolean isPointSprite() {
|
||||
return pointSprite;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Check if alpha test is enabled.
|
||||
*
|
||||
*
|
||||
* @return True if alpha test is enabled.
|
||||
*
|
||||
* @see RenderState#setAlphaTest(boolean)
|
||||
*
|
||||
* @see RenderState#setAlphaTest(boolean)
|
||||
*/
|
||||
public boolean isAlphaTest() {
|
||||
return alphaTest;
|
||||
@ -794,21 +794,21 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Retrieve the face cull mode.
|
||||
*
|
||||
*
|
||||
* @return the face cull mode.
|
||||
*
|
||||
* @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)
|
||||
*
|
||||
* @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)
|
||||
*/
|
||||
public FaceCullMode getFaceCullMode() {
|
||||
return cullMode;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Check if depth test is enabled.
|
||||
*
|
||||
*
|
||||
* @return True if depth test is enabled.
|
||||
*
|
||||
* @see RenderState#setDepthTest(boolean)
|
||||
*
|
||||
* @see RenderState#setDepthTest(boolean)
|
||||
*/
|
||||
public boolean isDepthTest() {
|
||||
return depthTest;
|
||||
@ -816,10 +816,10 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Check if depth write is enabled.
|
||||
*
|
||||
*
|
||||
* @return True if depth write is enabled.
|
||||
*
|
||||
* @see RenderState#setDepthWrite(boolean)
|
||||
*
|
||||
* @see RenderState#setDepthWrite(boolean)
|
||||
*/
|
||||
public boolean isDepthWrite() {
|
||||
return depthWrite;
|
||||
@ -827,21 +827,21 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Check if wireframe mode is enabled.
|
||||
*
|
||||
*
|
||||
* @return True if wireframe mode is enabled.
|
||||
*
|
||||
* @see RenderState#setWireframe(boolean)
|
||||
*
|
||||
* @see RenderState#setWireframe(boolean)
|
||||
*/
|
||||
public boolean isWireframe() {
|
||||
return wireframe;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Check if color writing is enabled.
|
||||
*
|
||||
*
|
||||
* @return True if color writing is enabled.
|
||||
*
|
||||
* @see RenderState#setColorWrite(boolean)
|
||||
*
|
||||
* @see RenderState#setColorWrite(boolean)
|
||||
*/
|
||||
public boolean isColorWrite() {
|
||||
return colorWrite;
|
||||
@ -849,10 +849,10 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Retrieve the poly offset factor value.
|
||||
*
|
||||
*
|
||||
* @return the poly offset factor value.
|
||||
*
|
||||
* @see RenderState#setPolyOffset(float, float)
|
||||
*
|
||||
* @see RenderState#setPolyOffset(float, float)
|
||||
*/
|
||||
public float getPolyOffsetFactor() {
|
||||
return offsetFactor;
|
||||
@ -860,10 +860,10 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Retrieve the poly offset units value.
|
||||
*
|
||||
*
|
||||
* @return the poly offset units value.
|
||||
*
|
||||
* @see RenderState#setPolyOffset(float, float)
|
||||
*
|
||||
* @see RenderState#setPolyOffset(float, float)
|
||||
*/
|
||||
public float getPolyOffsetUnits() {
|
||||
return offsetUnits;
|
||||
@ -871,10 +871,10 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Check if polygon offset is enabled.
|
||||
*
|
||||
*
|
||||
* @return True if polygon offset is enabled.
|
||||
*
|
||||
* @see RenderState#setPolyOffset(float, float)
|
||||
*
|
||||
* @see RenderState#setPolyOffset(float, float)
|
||||
*/
|
||||
public boolean isPolyOffset() {
|
||||
return offsetEnabled;
|
||||
@ -882,10 +882,10 @@ public class RenderState implements Cloneable, Savable {
|
||||
|
||||
/**
|
||||
* Retrieve the alpha falloff value.
|
||||
*
|
||||
*
|
||||
* @return the alpha falloff value.
|
||||
*
|
||||
* @see RenderState#setAlphaFallOff(float)
|
||||
*
|
||||
* @see RenderState#setAlphaFallOff(float)
|
||||
*/
|
||||
public float getAlphaFallOff() {
|
||||
return alphaFallOff;
|
||||
@ -932,21 +932,21 @@ public class RenderState implements Cloneable, Savable {
|
||||
return applyWireFrame;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
/**
|
||||
* Merges <code>this</code> state and <code>additionalState</code> into
|
||||
* Merges <code>this</code> state and <code>additionalState</code> into
|
||||
* the parameter <code>state</code> based on a specific criteria.
|
||||
*
|
||||
*
|
||||
* <p>The criteria for this merge is the following:<br/>
|
||||
* For every given property, such as alpha test or depth write, check
|
||||
* if it was modified from the original in the <code>additionalState</code>
|
||||
* if it was modified, then copy the property from the <code>additionalState</code>
|
||||
* into the parameter <code>state</code>, otherwise, copy the property from <code>this</code>
|
||||
* into the parameter <code>state</code>. If <code>additionalState</code>
|
||||
* is <code>null</code>, then no modifications are made and <code>this</code> is returned,
|
||||
* into the parameter <code>state</code>. If <code>additionalState</code>
|
||||
* is <code>null</code>, then no modifications are made and <code>this</code> is returned,
|
||||
* otherwise, the parameter <code>state</code> is returned with the result
|
||||
* of the merge.
|
||||
*
|
||||
*
|
||||
* @param additionalState The <code>additionalState</code>, from which data is taken only
|
||||
* if it was modified by the user.
|
||||
* @param state Contains output of the method if <code>additionalState</code>
|
||||
@ -1017,28 +1017,28 @@ public class RenderState implements Cloneable, Savable {
|
||||
}
|
||||
if (additionalState.applyStencilTest){
|
||||
state.stencilTest = additionalState.stencilTest;
|
||||
|
||||
|
||||
state.frontStencilStencilFailOperation = additionalState.frontStencilStencilFailOperation;
|
||||
state.frontStencilDepthFailOperation = additionalState.frontStencilDepthFailOperation;
|
||||
state.frontStencilDepthPassOperation = additionalState.frontStencilDepthPassOperation;
|
||||
|
||||
|
||||
state.backStencilStencilFailOperation = additionalState.backStencilStencilFailOperation;
|
||||
state.backStencilDepthFailOperation = additionalState.backStencilDepthFailOperation;
|
||||
state.backStencilDepthPassOperation = additionalState.backStencilDepthPassOperation;
|
||||
|
||||
|
||||
state.frontStencilFunction = additionalState.frontStencilFunction;
|
||||
state.backStencilFunction = additionalState.backStencilFunction;
|
||||
}else{
|
||||
state.stencilTest = stencilTest;
|
||||
|
||||
|
||||
state.frontStencilStencilFailOperation = frontStencilStencilFailOperation;
|
||||
state.frontStencilDepthFailOperation = frontStencilDepthFailOperation;
|
||||
state.frontStencilDepthPassOperation = frontStencilDepthPassOperation;
|
||||
|
||||
|
||||
state.backStencilStencilFailOperation = backStencilStencilFailOperation;
|
||||
state.backStencilDepthFailOperation = backStencilDepthFailOperation;
|
||||
state.backStencilDepthPassOperation = backStencilDepthPassOperation;
|
||||
|
||||
|
||||
state.frontStencilFunction = frontStencilFunction;
|
||||
state.backStencilFunction = backStencilFunction;
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user