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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.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.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, |
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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.StencilOperation, |
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|
|
* com.jme3.material.RenderState.TestFunction, |
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|
* com.jme3.material.RenderState.TestFunction) |
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|
* |
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|
|
* @see 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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|
|
* com.jme3.material.RenderState.StencilOperation, |
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|
|
* com.jme3.material.RenderState.TestFunction, |
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|
|
* com.jme3.material.RenderState.TestFunction) |
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|
|
*/ |
|
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|
|
public StencilOperation getFrontStencilStencilFailOperation() { |
|
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|
|
return frontStencilStencilFailOperation; |
|
|
|
@ -630,18 +630,18 @@ public class RenderState implements Cloneable, Savable { |
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|
|
/** |
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|
|
* Retrieve the front depth test fail operation. |
|
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|
|
* |
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|
|
|
* |
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|
|
* @return the front depth test 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 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) |
|
|
|
|
*/ |
|
|
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public TestFunction getFrontStencilFunction() { |
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return frontStencilFunction; |
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@ -744,18 +744,18 @@ public class RenderState implements Cloneable, Savable { |
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/** |
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* Retrieve the back stencil function. |
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* |
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* |
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* @return the back stencil function. |
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* |
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* @see 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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* com.jme3.material.RenderState.StencilOperation, |
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* com.jme3.material.RenderState.TestFunction, |
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* com.jme3.material.RenderState.TestFunction) |
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* |
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* @see 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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* com.jme3.material.RenderState.StencilOperation, |
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* com.jme3.material.RenderState.TestFunction, |
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* com.jme3.material.RenderState.TestFunction) |
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*/ |
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public TestFunction getBackStencilFunction() { |
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return backStencilFunction; |
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@ -763,7 +763,7 @@ public class RenderState implements Cloneable, Savable { |
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/** |
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* Retrieve the blend mode. |
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* |
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* |
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* @return the blend mode. |
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*/ |
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public BlendMode getBlendMode() { |
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@ -772,21 +772,21 @@ public class RenderState implements Cloneable, Savable { |
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/** |
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* Check if point sprite mode is enabled |
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* |
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* |
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* @return True if point sprite mode is enabled. |
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* |
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* @see RenderState#setPointSprite(boolean) |
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* |
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* @see RenderState#setPointSprite(boolean) |
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*/ |
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public boolean isPointSprite() { |
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return pointSprite; |
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} |
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/** |
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* Check if alpha test is enabled. |
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* |
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* |
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* @return True if alpha test is enabled. |
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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 boolean isAlphaTest() { |
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return alphaTest; |
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@ -794,21 +794,21 @@ public class RenderState implements Cloneable, Savable { |
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/** |
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* Retrieve the face cull mode. |
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* |
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* |
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* @return the face cull mode. |
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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 FaceCullMode getFaceCullMode() { |
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return cullMode; |
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} |
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/** |
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* Check if depth test is enabled. |
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* |
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* |
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* @return True if depth test is enabled. |
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* |
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* @see RenderState#setDepthTest(boolean) |
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* |
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* @see RenderState#setDepthTest(boolean) |
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*/ |
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public boolean isDepthTest() { |
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return depthTest; |
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@ -816,10 +816,10 @@ public class RenderState implements Cloneable, Savable { |
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/** |
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* Check if depth write is enabled. |
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* |
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* |
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* @return True if depth write is enabled. |
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* |
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* @see RenderState#setDepthWrite(boolean) |
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* |
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* @see RenderState#setDepthWrite(boolean) |
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*/ |
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public boolean isDepthWrite() { |
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return depthWrite; |
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@ -827,21 +827,21 @@ public class RenderState implements Cloneable, Savable { |
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/** |
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* Check if wireframe mode is enabled. |
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* |
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* |
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* @return True if wireframe mode is enabled. |
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* |
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* @see RenderState#setWireframe(boolean) |
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* |
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* @see RenderState#setWireframe(boolean) |
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*/ |
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public boolean isWireframe() { |
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return wireframe; |
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} |
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/** |
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* Check if color writing is enabled. |
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* |
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* |
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* @return True if color writing is enabled. |
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* |
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* @see RenderState#setColorWrite(boolean) |
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* |
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* @see RenderState#setColorWrite(boolean) |
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*/ |
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public boolean isColorWrite() { |
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return colorWrite; |
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@ -849,10 +849,10 @@ public class RenderState implements Cloneable, Savable { |
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/** |
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* Retrieve the poly offset factor value. |
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* |
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* |
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* @return the poly offset factor value. |
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* |
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* @see RenderState#setPolyOffset(float, float) |
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* |
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* @see RenderState#setPolyOffset(float, float) |
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*/ |
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public float getPolyOffsetFactor() { |
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return offsetFactor; |
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@ -860,10 +860,10 @@ public class RenderState implements Cloneable, Savable { |
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/** |
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* Retrieve the poly offset units value. |
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* |
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* |
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* @return the poly offset units value. |
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* |
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* @see RenderState#setPolyOffset(float, float) |
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* |
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* @see RenderState#setPolyOffset(float, float) |
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*/ |
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public float getPolyOffsetUnits() { |
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|
return offsetUnits; |
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@ -871,10 +871,10 @@ public class RenderState implements Cloneable, Savable { |
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/** |
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* Check if polygon offset is enabled. |
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* |
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* |
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* @return True if polygon offset is enabled. |
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* |
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* @see RenderState#setPolyOffset(float, float) |
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* |
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* @see RenderState#setPolyOffset(float, float) |
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*/ |
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public boolean isPolyOffset() { |
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return offsetEnabled; |
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@ -882,10 +882,10 @@ public class RenderState implements Cloneable, Savable { |
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/** |
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|
* Retrieve the alpha falloff value. |
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* |
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* |
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|
* @return the alpha falloff value. |
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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 float getAlphaFallOff() { |
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|
return alphaFallOff; |
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@ -932,21 +932,21 @@ public class RenderState implements Cloneable, Savable { |
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|
return applyWireFrame; |
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|
} |
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|
*/ |
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|
/** |
|
|
|
|
* Merges <code>this</code> state and <code>additionalState</code> into |
|
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|
|
* Merges <code>this</code> state and <code>additionalState</code> into |
|
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|
|
* the parameter <code>state</code> based on a specific criteria. |
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|
* |
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|
* |
|
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|
|
* <p>The criteria for this merge is the following:<br/> |
|
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|
|
* For every given property, such as alpha test or depth write, check |
|
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|
* if it was modified from the original in the <code>additionalState</code> |
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|
* if it was modified, then copy the property from the <code>additionalState</code> |
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|
* into the parameter <code>state</code>, otherwise, copy the property from <code>this</code> |
|
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|
* into the parameter <code>state</code>. If <code>additionalState</code> |
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|
* is <code>null</code>, then no modifications are made and <code>this</code> is returned, |
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|
|
* into the parameter <code>state</code>. If <code>additionalState</code> |
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|
* is <code>null</code>, then no modifications are made and <code>this</code> is returned, |
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|
* otherwise, the parameter <code>state</code> is returned with the result |
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|
|
* of the merge. |
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|
* |
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|
* |
|
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|
|
* @param additionalState The <code>additionalState</code>, from which data is taken only |
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|
* if it was modified by the user. |
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|
|
* @param state Contains output of the method if <code>additionalState</code> |
|
|
|
@ -1017,28 +1017,28 @@ public class RenderState implements Cloneable, Savable { |
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|
} |
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|
|
if (additionalState.applyStencilTest){ |
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|
|
state.stencilTest = additionalState.stencilTest; |
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|
state.frontStencilStencilFailOperation = additionalState.frontStencilStencilFailOperation; |
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|
state.frontStencilDepthFailOperation = additionalState.frontStencilDepthFailOperation; |
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|
state.frontStencilDepthPassOperation = additionalState.frontStencilDepthPassOperation; |
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|
state.backStencilStencilFailOperation = additionalState.backStencilStencilFailOperation; |
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|
state.backStencilDepthFailOperation = additionalState.backStencilDepthFailOperation; |
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|
state.backStencilDepthPassOperation = additionalState.backStencilDepthPassOperation; |
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|
state.frontStencilFunction = additionalState.frontStencilFunction; |
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|
state.backStencilFunction = additionalState.backStencilFunction; |
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|
}else{ |
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|
state.stencilTest = stencilTest; |
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|
state.frontStencilStencilFailOperation = frontStencilStencilFailOperation; |
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|
state.frontStencilDepthFailOperation = frontStencilDepthFailOperation; |
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|
state.frontStencilDepthPassOperation = frontStencilDepthPassOperation; |
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|
state.backStencilStencilFailOperation = backStencilStencilFailOperation; |
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state.backStencilDepthFailOperation = backStencilDepthFailOperation; |
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|
state.backStencilDepthPassOperation = backStencilDepthPassOperation; |
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|
state.frontStencilFunction = frontStencilFunction; |
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|
state.backStencilFunction = backStencilFunction; |
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|
} |
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