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@ -36,26 +36,100 @@ import com.jme3.export.JmeImporter; |
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import com.jme3.export.InputCapsule; |
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import com.jme3.export.InputCapsule; |
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import com.jme3.export.OutputCapsule; |
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import com.jme3.export.OutputCapsule; |
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import com.jme3.export.Savable; |
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import com.jme3.export.Savable; |
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import com.jme3.scene.Mesh; |
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import java.io.IOException; |
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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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* face culling, stencil operations, and much more. |
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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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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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* <p> |
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* It has the following properties: |
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* <ul> |
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* <li>Back Face Culling</li> |
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* <li>Depth Testing Enabled</li> |
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* <li>Depth Writing Enabled</li> |
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* </ul> |
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*/ |
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public static final RenderState DEFAULT = new RenderState(); |
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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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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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* values are set to false. This allows the <code>ADDITIONAL</code> render |
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* state to be combined with other state but only influencing values |
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* that were changed from the original. |
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*/ |
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public static final RenderState ADDITIONAL = new RenderState(); |
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public static final RenderState ADDITIONAL = new RenderState(); |
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public enum TestFunc { |
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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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* <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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* 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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public enum TestFunction { |
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/** |
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* The test always fails |
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*/ |
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Never, |
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Never, |
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/** |
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* The test succeeds if the input value is equal to the reference value. |
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*/ |
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Equal, |
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Equal, |
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/** |
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* The test succeeds if the input value is less than the reference value. |
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*/ |
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Less, |
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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 reference value. |
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*/ |
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LessOrEqual, |
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LessOrEqual, |
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/** |
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* The test succeeds if the input value is greater than the reference value. |
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*/ |
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Greater, |
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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 reference value. |
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*/ |
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GreaterOrEqual, |
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GreaterOrEqual, |
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/** |
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* The test succeeds if the input value does not equal the |
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* reference value. |
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*/ |
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NotEqual, |
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NotEqual, |
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Always, |
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/** |
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} |
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* The test always passes |
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*/ |
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Always,} |
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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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public enum BlendMode { |
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public enum BlendMode { |
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/** |
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/** |
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@ -64,52 +138,57 @@ public class RenderState implements Cloneable, Savable { |
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Off, |
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Off, |
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/** |
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/** |
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* Additive blending. For use with glows and particle emitters. |
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* Additive blending. For use with glows and particle emitters. |
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* |
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* <p> |
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* Result = Source Color + Destination Color |
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* Result = Source Color + Destination Color |
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*/ |
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*/ |
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Additive, |
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Additive, |
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/** |
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/** |
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* Premultiplied alpha blending, for use with premult alpha textures. |
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* Premultiplied alpha blending, for use with premult alpha textures. |
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* |
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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) ) |
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*/ |
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*/ |
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PremultAlpha, |
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PremultAlpha, |
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/** |
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/** |
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* Additive blending that is multiplied with source alpha. |
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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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* For use with glows and particle emitters. |
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* |
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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 |
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*/ |
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*/ |
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AlphaAdditive, |
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AlphaAdditive, |
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/** |
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/** |
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* Color blending, blends in color from dest color |
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* Color blending, blends in color from dest color |
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* using source color. |
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* using source color. |
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* |
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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 |
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*/ |
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*/ |
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Color, |
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Color, |
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/** |
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/** |
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* Alpha blending, interpolates to source color from dest color |
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* Alpha blending, interpolates to source color from dest color |
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* using source alpha. |
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* using source alpha. |
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* |
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* <p> |
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* Result = Source Alpha * Source Color + |
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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 |
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*/ |
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*/ |
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Alpha, |
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Alpha, |
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/** |
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/** |
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* Multiplies the source and dest colors. |
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* Multiplies the source and dest colors. |
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* |
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* <p> |
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* Result = Source Color * Dest Color |
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* Result = Source Color * Dest Color |
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*/ |
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*/ |
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Modulate, |
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Modulate, |
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/** |
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/** |
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* Multiplies the source and dest colors then doubles the result. |
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* Multiplies the source and dest colors then doubles the result. |
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* |
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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 |
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*/ |
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*/ |
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ModulateX2 |
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ModulateX2 |
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} |
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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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public enum FaceCullMode { |
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public enum FaceCullMode { |
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/** |
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/** |
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@ -130,27 +209,58 @@ public class RenderState implements Cloneable, Savable { |
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FrontAndBack |
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FrontAndBack |
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} |
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} |
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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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* 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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public enum StencilOperation { |
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Keep, //keep the current value
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Zero, //set the value to 0
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/** |
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Replace, //sets the buffer to
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* Keep the current value. |
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*/ |
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Keep, |
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/** |
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* Set the value to 0 |
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*/ |
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Zero, |
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/** |
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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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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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* reaching the maximum value. |
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*/ |
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IncrementWrap, |
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IncrementWrap, |
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/** |
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* Decrement the value in the stencil buffer and clamp once reaching 0. |
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*/ |
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Decrement, |
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Decrement, |
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/** |
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* Decrement the value in the stencil buffer and wrap to the maximum |
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* value when reaching 0. |
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*/ |
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DecrementWrap, |
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DecrementWrap, |
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Invert |
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} |
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public enum StencilFunction { |
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/** |
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Never, |
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* Does a bitwise invert of the value in the stencil buffer. |
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Less, |
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*/ |
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LessEqual, |
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Invert |
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Greater, |
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GreaterEqual, |
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Equal, |
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NotEqual, |
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Always |
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} |
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} |
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static { |
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static { |
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@ -173,35 +283,46 @@ public class RenderState implements Cloneable, Savable { |
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boolean pointSprite = false; |
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boolean pointSprite = false; |
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boolean applyPointSprite = true; |
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boolean applyPointSprite = true; |
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boolean wireframe = false; |
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boolean wireframe = false; |
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boolean applyWireFrame = true; |
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boolean applyWireFrame = true; |
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FaceCullMode cullMode = FaceCullMode.Back; |
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FaceCullMode cullMode = FaceCullMode.Back; |
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boolean applyCullMode = true; |
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boolean applyCullMode = true; |
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boolean depthWrite = true; |
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boolean depthWrite = true; |
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boolean applyDepthWrite = true; |
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boolean applyDepthWrite = true; |
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boolean depthTest = true; |
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boolean depthTest = true; |
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boolean applyDepthTest = true; |
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boolean applyDepthTest = true; |
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boolean colorWrite = true; |
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boolean colorWrite = true; |
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boolean applyColorWrite = true; |
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boolean applyColorWrite = true; |
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BlendMode blendMode = BlendMode.Off; |
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BlendMode blendMode = BlendMode.Off; |
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boolean applyBlendMode = true; |
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boolean applyBlendMode = true; |
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boolean alphaTest = false; |
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boolean alphaTest = false; |
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boolean applyAlphaTest = true; |
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boolean applyAlphaTest = true; |
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float alphaFallOff = 0; |
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float alphaFallOff = 0; |
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boolean applyAlphaFallOff = true; |
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boolean applyAlphaFallOff = true; |
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boolean offsetEnabled = false; |
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|
boolean applyPolyOffset = true; |
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|
float offsetFactor = 0; |
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|
float offsetFactor = 0; |
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|
float offsetUnits = 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 stencilTest = false; |
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|
|
boolean applyStencilTest = false; |
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|
StencilOperation frontStencilStencilFailOperation = StencilOperation.Keep; |
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|
StencilOperation frontStencilStencilFailOperation = StencilOperation.Keep; |
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|
StencilOperation frontStencilDepthFailOperation = StencilOperation.Keep; |
|
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|
StencilOperation frontStencilDepthFailOperation = StencilOperation.Keep; |
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|
StencilOperation frontStencilDepthPassOperation = StencilOperation.Keep; |
|
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|
StencilOperation frontStencilDepthPassOperation = StencilOperation.Keep; |
|
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|
StencilOperation backStencilStencilFailOperation = StencilOperation.Keep; |
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|
StencilOperation backStencilStencilFailOperation = StencilOperation.Keep; |
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|
StencilOperation backStencilDepthFailOperation = StencilOperation.Keep; |
|
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|
StencilOperation backStencilDepthFailOperation = StencilOperation.Keep; |
|
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|
StencilOperation backStencilDepthPassOperation = StencilOperation.Keep; |
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|
StencilOperation backStencilDepthPassOperation = StencilOperation.Keep; |
|
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|
StencilFunction frontStencilFunction = StencilFunction.Always; |
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|
TestFunction frontStencilFunction = TestFunction.Always; |
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|
StencilFunction backStencilFunction = StencilFunction.Always; |
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|
TestFunction backStencilFunction = TestFunction.Always; |
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|
public void write(JmeExporter ex) throws IOException { |
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|
public void write(JmeExporter ex) throws IOException { |
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|
OutputCapsule oc = ex.getCapsule(this); |
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|
OutputCapsule oc = ex.getCapsule(this); |
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|
@ -224,8 +345,8 @@ public class RenderState implements Cloneable, Savable { |
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oc.write(backStencilStencilFailOperation, "frontStencilStencilFailOperation", StencilOperation.Keep); |
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oc.write(backStencilStencilFailOperation, "frontStencilStencilFailOperation", StencilOperation.Keep); |
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|
oc.write(backStencilDepthFailOperation, "backStencilDepthFailOperation", StencilOperation.Keep); |
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|
oc.write(backStencilDepthFailOperation, "backStencilDepthFailOperation", StencilOperation.Keep); |
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|
oc.write(backStencilDepthPassOperation, "backStencilDepthPassOperation", StencilOperation.Keep); |
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|
oc.write(backStencilDepthPassOperation, "backStencilDepthPassOperation", StencilOperation.Keep); |
|
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|
oc.write(frontStencilFunction, "frontStencilFunction", StencilFunction.Always); |
|
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|
oc.write(frontStencilFunction, "frontStencilFunction", TestFunction.Always); |
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|
oc.write(backStencilFunction, "backStencilFunction", StencilFunction.Always); |
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|
oc.write(backStencilFunction, "backStencilFunction", TestFunction.Always); |
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|
} |
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|
} |
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public void read(JmeImporter im) throws IOException { |
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public void read(JmeImporter im) throws IOException { |
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|
@ -249,10 +370,15 @@ public class RenderState implements Cloneable, Savable { |
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backStencilStencilFailOperation = ic.readEnum("backStencilStencilFailOperation", StencilOperation.class, StencilOperation.Keep); |
|
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|
backStencilStencilFailOperation = ic.readEnum("backStencilStencilFailOperation", StencilOperation.class, StencilOperation.Keep); |
|
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|
backStencilDepthFailOperation = ic.readEnum("backStencilDepthFailOperation", StencilOperation.class, StencilOperation.Keep); |
|
|
|
backStencilDepthFailOperation = ic.readEnum("backStencilDepthFailOperation", StencilOperation.class, StencilOperation.Keep); |
|
|
|
backStencilDepthPassOperation = ic.readEnum("backStencilDepthPassOperation", StencilOperation.class, StencilOperation.Keep); |
|
|
|
backStencilDepthPassOperation = ic.readEnum("backStencilDepthPassOperation", StencilOperation.class, StencilOperation.Keep); |
|
|
|
frontStencilFunction = ic.readEnum("frontStencilFunction", StencilFunction.class, StencilFunction.Always); |
|
|
|
frontStencilFunction = ic.readEnum("frontStencilFunction", TestFunction.class, TestFunction.Always); |
|
|
|
backStencilFunction = ic.readEnum("backStencilFunction", StencilFunction.class, StencilFunction.Always); |
|
|
|
backStencilFunction = ic.readEnum("backStencilFunction", TestFunction.class, TestFunction.Always); |
|
|
|
} |
|
|
|
} |
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|
/** |
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|
|
* Create a clone of this <code>RenderState</code> |
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|
* |
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|
|
* @return Clone of this render state. |
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|
*/ |
|
|
|
@Override |
|
|
|
@Override |
|
|
|
public RenderState clone() { |
|
|
|
public RenderState clone() { |
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|
|
try { |
|
|
|
try { |
|
|
@ -262,62 +388,154 @@ public class RenderState implements Cloneable, Savable { |
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|
} |
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|
} |
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|
} |
|
|
|
} |
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|
|
public boolean isPointSprite() { |
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|
|
/** |
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|
|
return pointSprite; |
|
|
|
* Enables point sprite mode. |
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|
|
} |
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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 Mesh#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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|
|
* 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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|
|
* @param pointSprite Enables Point Sprite mode. |
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|
|
*/ |
|
|
|
public void setPointSprite(boolean pointSprite) { |
|
|
|
public void setPointSprite(boolean pointSprite) { |
|
|
|
applyPointSprite = true; |
|
|
|
applyPointSprite = true; |
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|
|
this.pointSprite = pointSprite; |
|
|
|
this.pointSprite = pointSprite; |
|
|
|
} |
|
|
|
} |
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|
|
public boolean isColorWrite() { |
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|
|
/** |
|
|
|
return colorWrite; |
|
|
|
* Sets the alpha fall off value for alpha testing. |
|
|
|
} |
|
|
|
* |
|
|
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|
|
|
|
* <p>If the pixel's alpha value is greater than the |
|
|
|
public float getPolyOffsetFactor() { |
|
|
|
* <code>alphaFallOff</code> then the pixel will be rendered, otherwise |
|
|
|
return offsetFactor; |
|
|
|
* the pixel will be discarded. |
|
|
|
} |
|
|
|
* |
|
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|
|
* @param alphaFallOff The alpha of all rendered pixels must be higher |
|
|
|
public float getPolyOffsetUnits() { |
|
|
|
* than this value to be rendered. |
|
|
|
return offsetUnits; |
|
|
|
* |
|
|
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|
|
* @see RenderState#setAlphaTest(boolean) |
|
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|
|
*/ |
|
|
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|
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|
|
public void setAlphaFallOff(float alphaFallOff) { |
|
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|
|
applyAlphaFallOff = true; |
|
|
|
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|
|
this.alphaFallOff = alphaFallOff; |
|
|
|
} |
|
|
|
} |
|
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|
|
|
|
|
|
public boolean isPolyOffset() { |
|
|
|
/** |
|
|
|
return offsetEnabled; |
|
|
|
* Enable alpha testing. |
|
|
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|
|
* |
|
|
|
|
|
|
|
* <p>When alpha testing is enabled, all input pixels' alpha are compared |
|
|
|
|
|
|
|
* to the constant alpha falloff. If the input alpha is greater than |
|
|
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|
|
* the falloff, the pixel will be rendered, otherwise it will be discarded. |
|
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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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|
|
*/ |
|
|
|
|
|
|
|
public void setAlphaTest(boolean alphaTest) { |
|
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|
|
applyAlphaTest = true; |
|
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|
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|
|
this.alphaTest = alphaTest; |
|
|
|
} |
|
|
|
} |
|
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|
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|
|
|
|
public float getAlphaFallOff() { |
|
|
|
/** |
|
|
|
return alphaFallOff; |
|
|
|
* 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 |
|
|
|
|
|
|
|
* <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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|
|
|
|
*/ |
|
|
|
|
|
|
|
public void setColorWrite(boolean colorWrite) { |
|
|
|
|
|
|
|
applyColorWrite = true; |
|
|
|
|
|
|
|
this.colorWrite = colorWrite; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
public void setAlphaFallOff(float alphaFallOff) { |
|
|
|
/** |
|
|
|
applyAlphaFallOff = true; |
|
|
|
* Set the face culling mode. |
|
|
|
this.alphaFallOff = alphaFallOff; |
|
|
|
* |
|
|
|
|
|
|
|
* <p>See the {@link FaceCullMode} enum on what each value does. |
|
|
|
|
|
|
|
* Face culling will project the triangle's points onto the screen |
|
|
|
|
|
|
|
* and determine if the triangle is in counter-clockwise order or |
|
|
|
|
|
|
|
* clockwise order. If a triangle is in counter-clockwise order, then |
|
|
|
|
|
|
|
* it is considered a front-facing triangle, otherwise, it is considered |
|
|
|
|
|
|
|
* a back-facing triangle. |
|
|
|
|
|
|
|
* |
|
|
|
|
|
|
|
* @param cullMode the face culling mode. |
|
|
|
|
|
|
|
*/ |
|
|
|
|
|
|
|
public void setFaceCullMode(FaceCullMode cullMode) { |
|
|
|
|
|
|
|
applyCullMode = true; |
|
|
|
|
|
|
|
this.cullMode = cullMode; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
public boolean isAlphaTest() { |
|
|
|
/** |
|
|
|
return alphaTest; |
|
|
|
* Set the blending mode. |
|
|
|
|
|
|
|
* |
|
|
|
|
|
|
|
* <p>When blending is enabled, (<code>blendMode</code> is not BlendMode.Off) |
|
|
|
|
|
|
|
* the input pixel will be blended with the pixel |
|
|
|
|
|
|
|
* already in the color buffer. The blending operation is determined |
|
|
|
|
|
|
|
* by the {@link BlendMode}. For example, the {@link BlendMode#Additive} |
|
|
|
|
|
|
|
* will add the input pixel's color to the color already in the color buffer: |
|
|
|
|
|
|
|
* <br/> |
|
|
|
|
|
|
|
* <code>Result = Source Color + Destination Color</code> |
|
|
|
|
|
|
|
* |
|
|
|
|
|
|
|
* @param blendMode The blend mode to use. Set to {@link BlendMode#Off} |
|
|
|
|
|
|
|
* to disable blending. |
|
|
|
|
|
|
|
*/ |
|
|
|
|
|
|
|
public void setBlendMode(BlendMode blendMode) { |
|
|
|
|
|
|
|
applyBlendMode = true; |
|
|
|
|
|
|
|
this.blendMode = blendMode; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
public void setAlphaTest(boolean alphaTest) { |
|
|
|
/** |
|
|
|
applyAlphaTest = true; |
|
|
|
* Enable depth testing. |
|
|
|
this.alphaTest = alphaTest; |
|
|
|
* |
|
|
|
|
|
|
|
* <p>When depth testing is enabled, a pixel must pass the depth test |
|
|
|
|
|
|
|
* before it is written to the color buffer. |
|
|
|
|
|
|
|
* The input pixel's depth value must be less than or equal than |
|
|
|
|
|
|
|
* the value already in the depth buffer to pass the depth test. |
|
|
|
|
|
|
|
* |
|
|
|
|
|
|
|
* @param depthTest Enable or disable depth testing. |
|
|
|
|
|
|
|
*/ |
|
|
|
|
|
|
|
public void setDepthTest(boolean depthTest) { |
|
|
|
|
|
|
|
applyDepthTest = true; |
|
|
|
|
|
|
|
this.depthTest = depthTest; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
public FaceCullMode getFaceCullMode() { |
|
|
|
/** |
|
|
|
return cullMode; |
|
|
|
* Enable depth writing. |
|
|
|
|
|
|
|
* |
|
|
|
|
|
|
|
* <p>After passing the {@link RenderState#setDepthTest(boolean) depth test}, |
|
|
|
|
|
|
|
* a pixel's depth value will be written into the depth buffer if |
|
|
|
|
|
|
|
* depth writing is enabled. |
|
|
|
|
|
|
|
* |
|
|
|
|
|
|
|
* @param depthWrite True to enable writing to the depth buffer. |
|
|
|
|
|
|
|
*/ |
|
|
|
|
|
|
|
public void setDepthWrite(boolean depthWrite) { |
|
|
|
|
|
|
|
applyDepthWrite = true; |
|
|
|
|
|
|
|
this.depthWrite = depthWrite; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
public void setColorWrite(boolean colorWrite) { |
|
|
|
/** |
|
|
|
applyColorWrite = true; |
|
|
|
* Enables wireframe rendering mode. |
|
|
|
this.colorWrite = colorWrite; |
|
|
|
* |
|
|
|
|
|
|
|
* <p>When in wireframe mode, {@link Mesh meshes} rendered in triangle mode |
|
|
|
|
|
|
|
* will not be solid, but instead, only the edges of the triangles |
|
|
|
|
|
|
|
* will be rendered. |
|
|
|
|
|
|
|
* |
|
|
|
|
|
|
|
* @param wireframe True to enable wireframe mode. |
|
|
|
|
|
|
|
*/ |
|
|
|
|
|
|
|
public void setWireframe(boolean wireframe) { |
|
|
|
|
|
|
|
applyWireFrame = true; |
|
|
|
|
|
|
|
this.wireframe = wireframe; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
/** |
|
|
|
/** |
|
|
|
* Offsets the on-screen z-order of the material's polygons, to combat visual artefacts like |
|
|
|
* Offsets the on-screen z-order of the material's polygons, to combat visual artefacts like |
|
|
|
* stitching, bleeding and z-fighting for overlapping polygons. |
|
|
|
* stitching, bleeding and z-fighting for overlapping polygons. |
|
|
|
* Factor and units are summed to produce the depth offset. This offset is applied in screen space, |
|
|
|
* Factor and units are summed to produce the depth offset. |
|
|
|
|
|
|
|
* This offset is applied in screen space, |
|
|
|
* typically with positive Z pointing into the screen. |
|
|
|
* typically with positive Z pointing into the screen. |
|
|
|
* Typical values are (1.0f, 1.0f) or (-1.0f, -1.0f) |
|
|
|
* Typical values are (1.0f, 1.0f) or (-1.0f, -1.0f) |
|
|
|
* |
|
|
|
* |
|
|
@ -332,6 +550,32 @@ public class RenderState implements Cloneable, Savable { |
|
|
|
offsetUnits = units; |
|
|
|
offsetUnits = units; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/** |
|
|
|
|
|
|
|
* Enable stencil testing. |
|
|
|
|
|
|
|
* |
|
|
|
|
|
|
|
* <p>Stencil testing can be used to filter pixels according to the stencil |
|
|
|
|
|
|
|
* buffer. Objects can be rendered with some stencil operation to manipulate |
|
|
|
|
|
|
|
* the values in the stencil buffer, then, other objects can be rendered |
|
|
|
|
|
|
|
* to test against the values written previously. |
|
|
|
|
|
|
|
* |
|
|
|
|
|
|
|
* @param enabled Set to true to enable stencil functionality. If false |
|
|
|
|
|
|
|
* all other parameters are ignored. |
|
|
|
|
|
|
|
* |
|
|
|
|
|
|
|
* @param _frontStencilStencilFailOperation Sets the operation to occur when |
|
|
|
|
|
|
|
* a front-facing triangle fails the front stencil function. |
|
|
|
|
|
|
|
* @param _frontStencilDepthFailOperation Sets the operation to occur when |
|
|
|
|
|
|
|
* a front-facing triangle fails the depth test. |
|
|
|
|
|
|
|
* @param _frontStencilDepthPassOperation Set the operation to occur when |
|
|
|
|
|
|
|
* a front-facing triangle passes the depth test. |
|
|
|
|
|
|
|
* @param _backStencilStencilFailOperation Set the operation to occur when |
|
|
|
|
|
|
|
* a back-facing triangle fails the back stencil function. |
|
|
|
|
|
|
|
* @param _backStencilDepthFailOperation Set the operation to occur when |
|
|
|
|
|
|
|
* a back-facing triangle fails the depth test. |
|
|
|
|
|
|
|
* @param _backStencilDepthPassOperation Set the operation to occur when |
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* a back-facing triangle passes the depth test. |
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* @param _frontStencilFunction Set the test function for front-facing triangles. |
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* @param _backStencilFunction Set the test function for back-facing triangles. |
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*/ |
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public void setStencil(boolean enabled, |
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public void setStencil(boolean enabled, |
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StencilOperation _frontStencilStencilFailOperation, |
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StencilOperation _frontStencilStencilFailOperation, |
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StencilOperation _frontStencilDepthFailOperation, |
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StencilOperation _frontStencilDepthFailOperation, |
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@ -339,10 +583,11 @@ public class RenderState implements Cloneable, Savable { |
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StencilOperation _backStencilStencilFailOperation, |
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StencilOperation _backStencilStencilFailOperation, |
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StencilOperation _backStencilDepthFailOperation, |
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StencilOperation _backStencilDepthFailOperation, |
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StencilOperation _backStencilDepthPassOperation, |
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StencilOperation _backStencilDepthPassOperation, |
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StencilFunction _frontStencilFunction, |
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TestFunction _frontStencilFunction, |
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StencilFunction _backStencilFunction){ |
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TestFunction _backStencilFunction) { |
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stencilTest = enabled; |
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stencilTest = enabled; |
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applyStencilTest = true; |
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this.frontStencilStencilFailOperation = _frontStencilStencilFailOperation; |
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this.frontStencilStencilFailOperation = _frontStencilStencilFailOperation; |
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this.frontStencilDepthFailOperation = _frontStencilDepthFailOperation; |
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this.frontStencilDepthFailOperation = _frontStencilDepthFailOperation; |
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this.frontStencilDepthPassOperation = _frontStencilDepthPassOperation; |
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this.frontStencilDepthPassOperation = _frontStencilDepthPassOperation; |
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@ -353,61 +598,298 @@ public class RenderState implements Cloneable, Savable { |
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this.backStencilFunction = _backStencilFunction; |
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this.backStencilFunction = _backStencilFunction; |
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} |
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} |
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/** |
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* Check if stencil test is enabled. |
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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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public boolean isStencilTest() { |
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return stencilTest; |
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return stencilTest; |
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} |
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} |
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public StencilOperation getFrontStencilStencilFailOperation(){ return frontStencilStencilFailOperation; } |
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/** |
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public StencilOperation getFrontStencilDepthFailOperation(){ return frontStencilDepthFailOperation; } |
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* Retrieve the front stencil fail operation. |
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public StencilOperation getFrontStencilDepthPassOperation(){ return frontStencilDepthPassOperation; } |
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* |
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public StencilOperation getBackStencilStencilFailOperation(){ return backStencilStencilFailOperation; } |
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* @return the front stencil fail operation. |
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public StencilOperation getBackStencilDepthFailOperation(){ return backStencilDepthFailOperation; } |
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* |
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public StencilOperation getBackStencilDepthPassOperation(){ return backStencilDepthPassOperation; } |
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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; |
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} |
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/** |
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* Retrieve the front depth test fail operation. |
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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, |
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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 getFrontStencilDepthFailOperation() { |
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return frontStencilDepthFailOperation; |
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} |
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public StencilFunction getFrontStencilFunction(){ return frontStencilFunction; } |
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/** |
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public StencilFunction getBackStencilFunction(){ return backStencilFunction; } |
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* Retrieve the front depth test pass operation. |
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* |
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* @return the front depth test pass 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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public StencilOperation getFrontStencilDepthPassOperation() { |
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|
return frontStencilDepthPassOperation; |
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} |
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public void setFaceCullMode(FaceCullMode cullMode) { |
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/** |
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applyCullMode = true; |
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|
* Retrieve the back stencil fail operation. |
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|
this.cullMode = cullMode; |
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* |
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* @return the back 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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|
public StencilOperation getBackStencilStencilFailOperation() { |
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|
return backStencilStencilFailOperation; |
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|
} |
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} |
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|
/** |
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|
* Retrieve the back depth test fail operation. |
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|
* |
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|
* @return the back depth test 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, |
|
|
|
|
|
|
|
* com.jme3.material.RenderState.StencilOperation, |
|
|
|
|
|
|
|
* com.jme3.material.RenderState.TestFunction, |
|
|
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|
|
* com.jme3.material.RenderState.TestFunction) |
|
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|
|
|
|
*/ |
|
|
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|
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|
|
public StencilOperation getBackStencilDepthFailOperation() { |
|
|
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|
|
return backStencilDepthFailOperation; |
|
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|
|
} |
|
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|
|
/** |
|
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|
|
* Retrieve the back depth test pass operation. |
|
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|
* |
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|
|
* @return the back depth test pass operation. |
|
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|
|
* |
|
|
|
|
|
|
|
* @see RenderState#setStencil(boolean, |
|
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|
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|
|
* com.jme3.material.RenderState.StencilOperation, |
|
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|
|
|
|
|
* com.jme3.material.RenderState.StencilOperation, |
|
|
|
|
|
|
|
* com.jme3.material.RenderState.StencilOperation, |
|
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|
|
|
|
|
* com.jme3.material.RenderState.StencilOperation, |
|
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|
|
|
|
|
* com.jme3.material.RenderState.StencilOperation, |
|
|
|
|
|
|
|
* com.jme3.material.RenderState.StencilOperation, |
|
|
|
|
|
|
|
* com.jme3.material.RenderState.TestFunction, |
|
|
|
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|
|
* com.jme3.material.RenderState.TestFunction) |
|
|
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|
|
|
|
*/ |
|
|
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|
|
|
public StencilOperation getBackStencilDepthPassOperation() { |
|
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|
|
return backStencilDepthPassOperation; |
|
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|
} |
|
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|
|
/** |
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|
* Retrieve the front stencil function. |
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|
* |
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|
|
* @return the front 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, |
|
|
|
|
|
|
|
* com.jme3.material.RenderState.StencilOperation, |
|
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|
|
|
|
|
* com.jme3.material.RenderState.StencilOperation, |
|
|
|
|
|
|
|
* com.jme3.material.RenderState.StencilOperation, |
|
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|
|
|
|
|
* com.jme3.material.RenderState.TestFunction, |
|
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|
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|
|
* com.jme3.material.RenderState.TestFunction) |
|
|
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|
|
|
*/ |
|
|
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|
|
|
public TestFunction getFrontStencilFunction() { |
|
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|
|
return frontStencilFunction; |
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|
|
} |
|
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|
|
/** |
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|
|
* Retrieve the back stencil function. |
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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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|
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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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|
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|
|
* com.jme3.material.RenderState.StencilOperation, |
|
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|
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|
|
* com.jme3.material.RenderState.StencilOperation, |
|
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|
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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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|
} |
|
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|
|
/** |
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|
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|
|
* Retrieve the blend mode. |
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|
* |
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|
* @return the blend mode. |
|
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|
|
*/ |
|
|
|
public BlendMode getBlendMode() { |
|
|
|
public BlendMode getBlendMode() { |
|
|
|
return blendMode; |
|
|
|
return blendMode; |
|
|
|
} |
|
|
|
} |
|
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|
|
public void setBlendMode(BlendMode blendMode) { |
|
|
|
/** |
|
|
|
applyBlendMode = true; |
|
|
|
* Check if point sprite mode is enabled |
|
|
|
this.blendMode = blendMode; |
|
|
|
* |
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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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|
|
public boolean isPointSprite() { |
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|
|
return pointSprite; |
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|
|
} |
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|
|
} |
|
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|
|
public boolean isDepthTest() { |
|
|
|
/** |
|
|
|
return depthTest; |
|
|
|
* Check if alpha test is enabled. |
|
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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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|
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|
|
public boolean isAlphaTest() { |
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|
|
return alphaTest; |
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|
|
} |
|
|
|
} |
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|
|
public void setDepthTest(boolean depthTest) { |
|
|
|
/** |
|
|
|
applyDepthTest = true; |
|
|
|
* Retrieve the face cull mode. |
|
|
|
this.depthTest = depthTest; |
|
|
|
* |
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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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|
|
*/ |
|
|
|
|
|
|
|
public FaceCullMode getFaceCullMode() { |
|
|
|
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|
|
|
return cullMode; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
public boolean isDepthWrite() { |
|
|
|
/** |
|
|
|
return depthWrite; |
|
|
|
* Check if depth test is enabled. |
|
|
|
|
|
|
|
* |
|
|
|
|
|
|
|
* @return True if depth test is enabled. |
|
|
|
|
|
|
|
* |
|
|
|
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|
|
|
* @see RenderState#setDepthTest(boolean) |
|
|
|
|
|
|
|
*/ |
|
|
|
|
|
|
|
public boolean isDepthTest() { |
|
|
|
|
|
|
|
return depthTest; |
|
|
|
} |
|
|
|
} |
|
|
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|
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|
|
|
|
public void setDepthWrite(boolean depthWrite) { |
|
|
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/** |
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applyDepthWrite = true; |
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* Check if depth write is enabled. |
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this.depthWrite = depthWrite; |
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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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public boolean isDepthWrite() { |
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return depthWrite; |
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} |
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} |
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/** |
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* Check if wireframe mode is enabled. |
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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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public boolean isWireframe() { |
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public boolean isWireframe() { |
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return wireframe; |
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return wireframe; |
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} |
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} |
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public void setWireframe(boolean wireframe) { |
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/** |
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applyWireFrame = true; |
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* Check if color writing is enabled. |
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this.wireframe = wireframe; |
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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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public boolean isColorWrite() { |
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return colorWrite; |
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} |
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/** |
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* Retrieve the poly offset factor value. |
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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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public float getPolyOffsetFactor() { |
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return offsetFactor; |
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} |
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/** |
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* Retrieve the poly offset units value. |
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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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public float getPolyOffsetUnits() { |
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return offsetUnits; |
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} |
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/** |
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* Check if polygon offset is enabled. |
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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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|
public boolean isPolyOffset() { |
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|
return offsetEnabled; |
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} |
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|
} |
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|
/** |
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* Retrieve the alpha falloff value. |
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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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|
|
public float getAlphaFallOff() { |
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|
|
return alphaFallOff; |
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|
} |
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|
/* |
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|
public boolean isApplyAlphaFallOff() { |
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|
|
public boolean isApplyAlphaFallOff() { |
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|
|
return applyAlphaFallOff; |
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|
|
return applyAlphaFallOff; |
|
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|
} |
|
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|
} |
|
|
@ -447,73 +929,100 @@ public class RenderState implements Cloneable, Savable { |
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|
public boolean isApplyWireFrame() { |
|
|
|
public boolean isApplyWireFrame() { |
|
|
|
return applyWireFrame; |
|
|
|
return applyWireFrame; |
|
|
|
} |
|
|
|
} |
|
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|
|
*/ |
|
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|
|
public RenderState copyMergedTo(RenderState additionalState,RenderState state) { |
|
|
|
/** |
|
|
|
|
|
|
|
* Merges <code>this</code> state and <code>additionalState</code> into |
|
|
|
|
|
|
|
* the parameter <code>state</code> based on a specific criteria. |
|
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|
|
* |
|
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|
|
|
|
|
* <p>The criteria for this merge is the following:<br/> |
|
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|
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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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|
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|
|
* if it was modified, then copy the property from the <code>additionalState</code> |
|
|
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|
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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> |
|
|
|
|
|
|
|
* 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> |
|
|
|
|
|
|
|
* is not null. |
|
|
|
|
|
|
|
* @return <code>state</code> if <code>additionalState</code> is non-null, |
|
|
|
|
|
|
|
* otherwise returns <code>this</code> |
|
|
|
|
|
|
|
*/ |
|
|
|
|
|
|
|
public RenderState copyMergedTo(RenderState additionalState, RenderState state) { |
|
|
|
if (additionalState == null) { |
|
|
|
if (additionalState == null) { |
|
|
|
return this; |
|
|
|
return this; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
if (additionalState.isApplyPointSprite()) { |
|
|
|
if (additionalState.applyPointSprite) { |
|
|
|
state.pointSprite = additionalState.pointSprite; |
|
|
|
state.pointSprite = additionalState.pointSprite; |
|
|
|
}else{ |
|
|
|
} else { |
|
|
|
state.pointSprite = pointSprite; |
|
|
|
state.pointSprite = pointSprite; |
|
|
|
} |
|
|
|
} |
|
|
|
if (additionalState.isApplyWireFrame()) { |
|
|
|
if (additionalState.applyWireFrame) { |
|
|
|
state.wireframe = additionalState.wireframe; |
|
|
|
state.wireframe = additionalState.wireframe; |
|
|
|
}else{ |
|
|
|
} else { |
|
|
|
state.wireframe = wireframe; |
|
|
|
state.wireframe = wireframe; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
if (additionalState.isApplyCullMode()) { |
|
|
|
if (additionalState.applyCullMode) { |
|
|
|
state.cullMode = additionalState.cullMode; |
|
|
|
state.cullMode = additionalState.cullMode; |
|
|
|
}else{ |
|
|
|
} else { |
|
|
|
state.cullMode = cullMode; |
|
|
|
state.cullMode = cullMode; |
|
|
|
} |
|
|
|
} |
|
|
|
if (additionalState.isApplyDepthWrite()) { |
|
|
|
if (additionalState.applyDepthWrite) { |
|
|
|
state.depthWrite = additionalState.depthWrite; |
|
|
|
state.depthWrite = additionalState.depthWrite; |
|
|
|
}else{ |
|
|
|
} else { |
|
|
|
state.depthWrite = depthWrite; |
|
|
|
state.depthWrite = depthWrite; |
|
|
|
} |
|
|
|
} |
|
|
|
if (additionalState.isApplyDepthTest()) { |
|
|
|
if (additionalState.applyDepthTest) { |
|
|
|
state.depthTest = additionalState.depthTest; |
|
|
|
state.depthTest = additionalState.depthTest; |
|
|
|
}else{ |
|
|
|
} else { |
|
|
|
state.depthTest = depthTest; |
|
|
|
state.depthTest = depthTest; |
|
|
|
} |
|
|
|
} |
|
|
|
if (additionalState.isApplyColorWrite()) { |
|
|
|
if (additionalState.applyColorWrite) { |
|
|
|
state.colorWrite = additionalState.colorWrite; |
|
|
|
state.colorWrite = additionalState.colorWrite; |
|
|
|
}else{ |
|
|
|
} else { |
|
|
|
state.colorWrite = colorWrite; |
|
|
|
state.colorWrite = colorWrite; |
|
|
|
} |
|
|
|
} |
|
|
|
if (additionalState.isApplyBlendMode()) { |
|
|
|
if (additionalState.applyBlendMode) { |
|
|
|
state.blendMode = additionalState.blendMode; |
|
|
|
state.blendMode = additionalState.blendMode; |
|
|
|
}else{ |
|
|
|
} else { |
|
|
|
state.blendMode = blendMode; |
|
|
|
state.blendMode = blendMode; |
|
|
|
} |
|
|
|
} |
|
|
|
if (additionalState.isApplyAlphaTest()) { |
|
|
|
if (additionalState.applyAlphaTest) { |
|
|
|
state.alphaTest = additionalState.alphaTest; |
|
|
|
state.alphaTest = additionalState.alphaTest; |
|
|
|
}else{ |
|
|
|
} else { |
|
|
|
state.alphaTest = alphaTest; |
|
|
|
state.alphaTest = alphaTest; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
if (additionalState.isApplyAlphaFallOff()) { |
|
|
|
if (additionalState.applyAlphaFallOff) { |
|
|
|
state.alphaFallOff = additionalState.alphaFallOff; |
|
|
|
state.alphaFallOff = additionalState.alphaFallOff; |
|
|
|
}else{ |
|
|
|
} else { |
|
|
|
state.alphaFallOff = alphaFallOff; |
|
|
|
state.alphaFallOff = alphaFallOff; |
|
|
|
} |
|
|
|
} |
|
|
|
if (additionalState.isApplyPolyOffset()) { |
|
|
|
if (additionalState.applyPolyOffset) { |
|
|
|
state.offsetEnabled = additionalState.offsetEnabled; |
|
|
|
state.offsetEnabled = additionalState.offsetEnabled; |
|
|
|
state.offsetFactor = additionalState.offsetFactor; |
|
|
|
state.offsetFactor = additionalState.offsetFactor; |
|
|
|
state.offsetUnits = additionalState.offsetUnits; |
|
|
|
state.offsetUnits = additionalState.offsetUnits; |
|
|
|
}else{ |
|
|
|
} else { |
|
|
|
state.offsetEnabled = offsetEnabled; |
|
|
|
state.offsetEnabled = offsetEnabled; |
|
|
|
state.offsetFactor = offsetFactor; |
|
|
|
state.offsetFactor = offsetFactor; |
|
|
|
state.offsetUnits = offsetUnits; |
|
|
|
state.offsetUnits = offsetUnits; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
if (additionalState.applyStencilTest){ |
|
|
|
|
|
|
|
state.stencilTest = additionalState.stencilTest; |
|
|
|
|
|
|
|
}else{ |
|
|
|
|
|
|
|
state.stencilTest = stencilTest; |
|
|
|
|
|
|
|
} |
|
|
|
return state; |
|
|
|
return state; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
@Override |
|
|
|
@Override |
|
|
|
public String toString() { |
|
|
|
public String toString() { |
|
|
|
return "RenderState{" + "pointSprite=" + pointSprite + "applyPointSprite=" + applyPointSprite + "wireframe=" + wireframe + "applyWireFrame=" + applyWireFrame + "cullMode=" + cullMode + "applyCullMode=" + applyCullMode + "depthWrite=" + depthWrite + "applyDepthWrite=" + applyDepthWrite + "depthTest=" + depthTest + "applyDepthTest=" + applyDepthTest + "colorWrite=" + colorWrite + "applyColorWrite=" + applyColorWrite + "blendMode=" + blendMode + "applyBlendMode=" + applyBlendMode + "alphaTest=" + alphaTest + "applyAlphaTest=" + applyAlphaTest + "alphaFallOff=" + alphaFallOff + "applyAlphaFallOff=" + applyAlphaFallOff + "offsetEnabled=" + offsetEnabled + "applyPolyOffset=" + applyPolyOffset + "offsetFactor=" + offsetFactor + "offsetUnits=" + offsetUnits + '}'; |
|
|
|
return "RenderState[" + "pointSprite=" + pointSprite + "applyPointSprite=" + applyPointSprite + "wireframe=" + wireframe + "applyWireFrame=" + applyWireFrame + "cullMode=" + cullMode + "applyCullMode=" + applyCullMode + "depthWrite=" + depthWrite + "applyDepthWrite=" + applyDepthWrite + "depthTest=" + depthTest + "applyDepthTest=" + applyDepthTest + "colorWrite=" + colorWrite + "applyColorWrite=" + applyColorWrite + "blendMode=" + blendMode + "applyBlendMode=" + applyBlendMode + "alphaTest=" + alphaTest + "applyAlphaTest=" + applyAlphaTest + "alphaFallOff=" + alphaFallOff + "applyAlphaFallOff=" + applyAlphaFallOff + "offsetEnabled=" + offsetEnabled + "applyPolyOffset=" + applyPolyOffset + "offsetFactor=" + offsetFactor + "offsetUnits=" + offsetUnits + ']'; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|