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+/*
+ * Copyright (c) 2009-2010 jMonkeyEngine
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
+ * may be used to endorse or promote products derived from this software
+ * without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+package com.jme3.material;
+
+import com.jme3.export.*;
+import com.jme3.scene.Mesh;
+import com.jme3.scene.Mesh.Mode;
+import java.io.IOException;
+
+/**
+ * <code>RenderState</code> specifies material rendering properties that cannot
+ * be controlled by a shader on a {@link Material}. The properties
+ * allow manipulation of rendering features such as depth testing, alpha blending,
+ * face culling, stencil operations, and much more.
+ *
+ * @author Kirill Vainer
+ */
+public class RenderState implements Cloneable, Savable {
+
+ /**
+ * The <code>DEFAULT</code> render state is the one used by default
+ * on all materials unless changed otherwise by the user.
+ *
+ * <p>
+ * It has the following properties:
+ * <ul>
+ * <li>Back Face Culling</li>
+ * <li>Depth Testing Enabled</li>
+ * <li>Depth Writing Enabled</li>
+ * </ul>
+ */
+ public static final RenderState DEFAULT = new RenderState();
+
+ /**
+ * The <code>NULL</code> render state is identical to the {@link RenderState#DEFAULT}
+ * render state except that depth testing and face culling are disabled.
+ */
+ public static final RenderState NULL = new RenderState();
+
+ /**
+ * The <code>ADDITIONAL</code> render state is identical to the
+ * {@link RenderState#DEFAULT} render state except that all apply
+ * values are set to false. This allows the <code>ADDITIONAL</code> render
+ * state to be combined with other state but only influencing values
+ * that were changed from the original.
+ */
+ public static final RenderState ADDITIONAL = new RenderState();
+
+ /**
+ * <code>TestFunction</code> specifies the testing function for stencil test
+ * function and alpha test function.
+ *
+ * <p>The functions work similarly as described except that for stencil
+ * test function, the reference value given in the stencil command is
+ * the input value while the reference is the value already in the stencil
+ * buffer.
+ */
+ public enum TestFunction {
+
+ /**
+ * The test always fails
+ */
+ Never,
+ /**
+ * The test succeeds if the input value is equal to the reference value.
+ */
+ Equal,
+ /**
+ * The test succeeds if the input value is less than the reference value.
+ */
+ Less,
+ /**
+ * The test succeeds if the input value is less than or equal to
+ * the reference value.
+ */
+ LessOrEqual,
+ /**
+ * The test succeeds if the input value is greater than the reference value.
+ */
+ Greater,
+ /**
+ * The test succeeds if the input value is greater than or equal to
+ * the reference value.
+ */
+ GreaterOrEqual,
+ /**
+ * The test succeeds if the input value does not equal the
+ * reference value.
+ */
+ NotEqual,
+ /**
+ * The test always passes
+ */
+ Always,}
+
+ /**
+ * <code>BlendMode</code> specifies the blending operation to use.
+ *
+ * @see RenderState#setBlendMode(com.jme3.material.RenderState.BlendMode)
+ */
+ public enum BlendMode {
+
+ /**
+ * No blending mode is used.
+ */
+ Off,
+ /**
+ * Additive blending. For use with glows and particle emitters.
+ * <p>
+ * Result = Source Color + Destination Color -> (GL_ONE, GL_ONE)
+ */
+ Additive,
+ /**
+ * Premultiplied alpha blending, for use with premult alpha textures.
+ * <p>
+ * Result = Source Color + (Dest Color * (1 - Source Alpha) ) -> (GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
+ */
+ PremultAlpha,
+ /**
+ * Additive blending that is multiplied with source alpha.
+ * For use with glows and particle emitters.
+ * <p>
+ * Result = (Source Alpha * Source Color) + Dest Color -> (GL_SRC_ALPHA, GL_ONE)
+ */
+ AlphaAdditive,
+ /**
+ * Color blending, blends in color from dest color
+ * using source color.
+ * <p>
+ * Result = Source Color + (1 - Source Color) * Dest Color -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
+ */
+ Color,
+ /**
+ * Alpha blending, interpolates to source color from dest color
+ * using source alpha.
+ * <p>
+ * Result = Source Alpha * Source Color +
+ * (1 - Source Alpha) * Dest Color -> (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
+ */
+ Alpha,
+ /**
+ * Multiplies the source and dest colors.
+ * <p>
+ * Result = Source Color * Dest Color -> (GL_DST_COLOR, GL_ZERO)
+ */
+ Modulate,
+ /**
+ * Multiplies the source and dest colors then doubles the result.
+ * <p>
+ * Result = 2 * Source Color * Dest Color -> (GL_DST_COLOR, GL_SRC_COLOR)
+ */
+ ModulateX2
+ }
+
+ /**
+ * <code>FaceCullMode</code> specifies the criteria for faces to be culled.
+ *
+ * @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)
+ */
+ public enum FaceCullMode {
+
+ /**
+ * Face culling is disabled.
+ */
+ Off,
+ /**
+ * Cull front faces
+ */
+ Front,
+ /**
+ * Cull back faces
+ */
+ Back,
+ /**
+ * Cull both front and back faces.
+ */
+ FrontAndBack
+ }
+
+ /**
+ * <code>StencilOperation</code> specifies the stencil operation to use
+ * in a certain scenario as specified in {@link 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.StencilFunction,
+ * com.jme3.material.RenderState.StencilFunction)}
+ */
+ public enum StencilOperation {
+
+ /**
+ * Keep the current value.
+ */
+ Keep,
+ /**
+ * Set the value to 0
+ */
+ Zero,
+ /**
+ * Replace the value in the stencil buffer with the reference value.
+ */
+ Replace,
+
+ /**
+ * Increment the value in the stencil buffer, clamp once reaching
+ * the maximum value.
+ */
+ Increment,
+
+ /**
+ * Increment the value in the stencil buffer and wrap to 0 when
+ * reaching the maximum value.
+ */
+ IncrementWrap,
+ /**
+ * Decrement the value in the stencil buffer and clamp once reaching 0.
+ */
+ Decrement,
+ /**
+ * Decrement the value in the stencil buffer and wrap to the maximum
+ * value when reaching 0.
+ */
+ DecrementWrap,
+
+ /**
+ * Does a bitwise invert of the value in the stencil buffer.
+ */
+ Invert
+ }
+
+ static {
+ NULL.cullMode = FaceCullMode.Off;
+ NULL.depthTest = false;
+ }
+
+ static {
+ ADDITIONAL.applyPointSprite = false;
+ ADDITIONAL.applyWireFrame = false;
+ ADDITIONAL.applyCullMode = false;
+ ADDITIONAL.applyDepthWrite = false;
+ ADDITIONAL.applyDepthTest = false;
+ ADDITIONAL.applyColorWrite = false;
+ ADDITIONAL.applyBlendMode = false;
+ ADDITIONAL.applyAlphaTest = false;
+ ADDITIONAL.applyAlphaFallOff = false;
+ ADDITIONAL.applyPolyOffset = false;
+ }
+
+ boolean pointSprite = false;
+ boolean applyPointSprite = true;
+
+ boolean wireframe = false;
+ boolean applyWireFrame = true;
+
+ FaceCullMode cullMode = FaceCullMode.Back;
+ boolean applyCullMode = true;
+
+ boolean depthWrite = true;
+ boolean applyDepthWrite = true;
+
+ boolean depthTest = true;
+ boolean applyDepthTest = true;
+
+ boolean colorWrite = true;
+ boolean applyColorWrite = true;
+
+ BlendMode blendMode = BlendMode.Off;
+ boolean applyBlendMode = true;
+
+ boolean alphaTest = false;
+ boolean applyAlphaTest = true;
+
+ float alphaFallOff = 0;
+ boolean applyAlphaFallOff = true;
+
+ float offsetFactor = 0;
+ float offsetUnits = 0;
+ boolean offsetEnabled = false;
+ boolean applyPolyOffset = true;
+
+ boolean stencilTest = false;
+ boolean applyStencilTest = false;
+ StencilOperation frontStencilStencilFailOperation = StencilOperation.Keep;
+ StencilOperation frontStencilDepthFailOperation = StencilOperation.Keep;
+ StencilOperation frontStencilDepthPassOperation = StencilOperation.Keep;
+ StencilOperation backStencilStencilFailOperation = StencilOperation.Keep;
+ StencilOperation backStencilDepthFailOperation = StencilOperation.Keep;
+ StencilOperation backStencilDepthPassOperation = StencilOperation.Keep;
+ TestFunction frontStencilFunction = TestFunction.Always;
+ TestFunction backStencilFunction = TestFunction.Always;
+
+ public void write(JmeExporter ex) throws IOException {
+ OutputCapsule oc = ex.getCapsule(this);
+ oc.write(pointSprite, "pointSprite", false);
+ oc.write(wireframe, "wireframe", false);
+ oc.write(cullMode, "cullMode", FaceCullMode.Back);
+ oc.write(depthWrite, "depthWrite", true);
+ oc.write(depthTest, "depthTest", true);
+ oc.write(colorWrite, "colorWrite", true);
+ oc.write(blendMode, "blendMode", BlendMode.Off);
+ oc.write(alphaTest, "alphaTest", false);
+ oc.write(alphaFallOff, "alphaFallOff", 0);
+ oc.write(offsetEnabled, "offsetEnabled", false);
+ oc.write(offsetFactor, "offsetFactor", 0);
+ oc.write(offsetUnits, "offsetUnits", 0);
+ oc.write(stencilTest, "stencilTest", false);
+ oc.write(frontStencilStencilFailOperation, "frontStencilStencilFailOperation", StencilOperation.Keep);
+ oc.write(frontStencilDepthFailOperation, "frontStencilDepthFailOperation", StencilOperation.Keep);
+ oc.write(frontStencilDepthPassOperation, "frontStencilDepthPassOperation", StencilOperation.Keep);
+ oc.write(backStencilStencilFailOperation, "frontStencilStencilFailOperation", StencilOperation.Keep);
+ oc.write(backStencilDepthFailOperation, "backStencilDepthFailOperation", StencilOperation.Keep);
+ oc.write(backStencilDepthPassOperation, "backStencilDepthPassOperation", StencilOperation.Keep);
+ oc.write(frontStencilFunction, "frontStencilFunction", TestFunction.Always);
+ oc.write(backStencilFunction, "backStencilFunction", TestFunction.Always);
+
+ // Only "additional render state" has them set to false by default
+ oc.write(applyPointSprite, "applyPointSprite", true);
+ oc.write(applyWireFrame, "applyWireFrame", true);
+ oc.write(applyCullMode, "applyCullMode", true);
+ oc.write(applyDepthWrite, "applyDepthWrite", true);
+ oc.write(applyDepthTest, "applyDepthTest", true);
+ oc.write(applyColorWrite, "applyColorWrite", true);
+ oc.write(applyBlendMode, "applyBlendMode", true);
+ oc.write(applyAlphaTest, "applyAlphaTest", true);
+ oc.write(applyAlphaFallOff, "applyAlphaFallOff", true);
+ oc.write(applyPolyOffset, "applyPolyOffset", true);
+
+ }
+
+ public void read(JmeImporter im) throws IOException {
+ InputCapsule ic = im.getCapsule(this);
+ pointSprite = ic.readBoolean("pointSprite", false);
+ wireframe = ic.readBoolean("wireframe", false);
+ cullMode = ic.readEnum("cullMode", FaceCullMode.class, FaceCullMode.Back);
+ depthWrite = ic.readBoolean("depthWrite", true);
+ depthTest = ic.readBoolean("depthTest", true);
+ colorWrite = ic.readBoolean("colorWrite", true);
+ blendMode = ic.readEnum("blendMode", BlendMode.class, BlendMode.Off);
+ alphaTest = ic.readBoolean("alphaTest", false);
+ alphaFallOff = ic.readFloat("alphaFallOff", 0);
+ offsetEnabled = ic.readBoolean("offsetEnabled", false);
+ offsetFactor = ic.readFloat("offsetFactor", 0);
+ offsetUnits = ic.readFloat("offsetUnits", 0);
+ stencilTest = ic.readBoolean("stencilTest", false);
+ frontStencilStencilFailOperation = ic.readEnum("frontStencilStencilFailOperation", StencilOperation.class, StencilOperation.Keep);
+ frontStencilDepthFailOperation = ic.readEnum("frontStencilDepthFailOperation", StencilOperation.class, StencilOperation.Keep);
+ frontStencilDepthPassOperation = ic.readEnum("frontStencilDepthPassOperation", StencilOperation.class, StencilOperation.Keep);
+ backStencilStencilFailOperation = ic.readEnum("backStencilStencilFailOperation", StencilOperation.class, StencilOperation.Keep);
+ backStencilDepthFailOperation = ic.readEnum("backStencilDepthFailOperation", StencilOperation.class, StencilOperation.Keep);
+ backStencilDepthPassOperation = ic.readEnum("backStencilDepthPassOperation", StencilOperation.class, StencilOperation.Keep);
+ frontStencilFunction = ic.readEnum("frontStencilFunction", TestFunction.class, TestFunction.Always);
+ backStencilFunction = ic.readEnum("backStencilFunction", TestFunction.class, TestFunction.Always);
+
+ applyPointSprite = ic.readBoolean("applyPointSprite", true);
+ applyWireFrame = ic.readBoolean("applyWireFrame", true);
+ applyCullMode = ic.readBoolean("applyCullMode", true);
+ applyDepthWrite = ic.readBoolean("applyDepthWrite", true);
+ applyDepthTest = ic.readBoolean("applyDepthTest", true);
+ applyColorWrite = ic.readBoolean("applyColorWrite", true);
+ applyBlendMode = ic.readBoolean("applyBlendMode", true);
+ applyAlphaTest = ic.readBoolean("applyAlphaTest", true);
+ applyAlphaFallOff = ic.readBoolean("applyAlphaFallOff", true);
+ applyPolyOffset = ic.readBoolean("applyPolyOffset", true);
+ }
+
+ /**
+ * Create a clone of this <code>RenderState</code>
+ *
+ * @return Clone of this render state.
+ */
+ @Override
+ public RenderState clone() {
+ try {
+ return (RenderState) super.clone();
+ } catch (CloneNotSupportedException ex) {
+ throw new AssertionError();
+ }
+ }
+
+ /**
+ * Enables point sprite mode.
+ *
+ * <p>When point sprite is enabled, any meshes
+ * with the type of {@link Mode#Points} will be rendered as 2D quads
+ * with texturing enabled. Fragment shaders can write to the
+ * <code>gl_PointCoord</code> variable to manipulate the texture coordinate
+ * for each pixel. The size of the 2D quad can be controlled by writing
+ * to the <code>gl_PointSize</code> variable in the vertex shader.
+ *
+ * @param pointSprite Enables Point Sprite mode.
+ */
+ public void setPointSprite(boolean pointSprite) {
+ applyPointSprite = true;
+ this.pointSprite = pointSprite;
+ }
+
+ /**
+ * Sets the alpha fall off value for alpha testing.
+ *
+ * <p>If the pixel's alpha value is greater than the
+ * <code>alphaFallOff</code> then the pixel will be rendered, otherwise
+ * the pixel will be discarded.
+ *
+ * @param alphaFallOff The alpha of all rendered pixels must be higher
+ * than this value to be rendered. This value should be between 0 and 1.
+ *
+ * @see RenderState#setAlphaTest(boolean)
+ */
+ public void setAlphaFallOff(float alphaFallOff) {
+ applyAlphaFallOff = true;
+ this.alphaFallOff = alphaFallOff;
+ }
+
+ /**
+ * Enable alpha testing.
+ *
+ * <p>When alpha testing is enabled, all input pixels' alpha are compared
+ * to the {@link RenderState#setAlphaFallOff(float) constant alpha falloff}.
+ * If the input alpha is greater than the falloff, the pixel will be rendered,
+ * otherwise it will be discarded.
+ *
+ * @param alphaTest Set to true to enable alpha testing.
+ *
+ * @see RenderState#setAlphaFallOff(float)
+ */
+ public void setAlphaTest(boolean alphaTest) {
+ applyAlphaTest = true;
+ this.alphaTest = alphaTest;
+ }
+
+ /**
+ * Enable writing color.
+ *
+ * <p>When color write is enabled, the result of a fragment shader, the
+ * <code>gl_FragColor</code>, will be rendered into the color buffer
+ * (including alpha).
+ *
+ * @param colorWrite Set to true to enable color writing.
+ */
+ public void setColorWrite(boolean colorWrite) {
+ applyColorWrite = true;
+ this.colorWrite = colorWrite;
+ }
+
+ /**
+ * Set the face culling mode.
+ *
+ * <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;
+ }
+
+ /**
+ * Set the blending mode.
+ *
+ * <p>When blending is enabled, (<code>blendMode</code> is not {@link BlendMode#Off})
+ * the input pixel will be blended with the pixel
+ * already in the color buffer. The blending 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;
+ }
+
+ /**
+ * Enable depth testing.
+ *
+ * <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;
+ }
+
+ /**
+ * 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;
+ }
+
+ /**
+ * Enables wireframe rendering mode.
+ *
+ * <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
+ * 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,
+ * typically with positive Z pointing into the screen.
+ * Typical values are (1.0f, 1.0f) or (-1.0f, -1.0f)
+ *
+ * @see <a href="http://www.opengl.org/resources/faq/technical/polygonoffset.htm" rel="nofollow">http://www.opengl.org/resources/faq/technical/polygonoffset.htm</a>
+ * @param factor scales the maximum Z slope, with respect to X or Y of the polygon
+ * @param units scales the minimum resolvable depth buffer value
+ **/
+ public void setPolyOffset(float factor, float units) {
+ applyPolyOffset = true;
+ offsetEnabled = true;
+ offsetFactor = factor;
+ 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
+ * a back-facing triangle passes the depth test.
+ * @param _frontStencilFunction Set the test function for front-facing triangles.
+ * @param _backStencilFunction Set the test function for back-facing triangles.
+ */
+ public void setStencil(boolean enabled,
+ StencilOperation _frontStencilStencilFailOperation,
+ StencilOperation _frontStencilDepthFailOperation,
+ StencilOperation _frontStencilDepthPassOperation,
+ StencilOperation _backStencilStencilFailOperation,
+ StencilOperation _backStencilDepthFailOperation,
+ StencilOperation _backStencilDepthPassOperation,
+ TestFunction _frontStencilFunction,
+ TestFunction _backStencilFunction) {
+
+ stencilTest = enabled;
+ applyStencilTest = true;
+ this.frontStencilStencilFailOperation = _frontStencilStencilFailOperation;
+ this.frontStencilDepthFailOperation = _frontStencilDepthFailOperation;
+ this.frontStencilDepthPassOperation = _frontStencilDepthPassOperation;
+ this.backStencilStencilFailOperation = _backStencilStencilFailOperation;
+ this.backStencilDepthFailOperation = _backStencilDepthFailOperation;
+ this.backStencilDepthPassOperation = _backStencilDepthPassOperation;
+ this.frontStencilFunction = _frontStencilFunction;
+ this.backStencilFunction = _backStencilFunction;
+ }
+
+ /**
+ * Check if stencil test is enabled.
+ *
+ * @return True if stencil test is enabled.
+ */
+ public boolean isStencilTest() {
+ return stencilTest;
+ }
+
+ /**
+ * Retrieve the front stencil fail operation.
+ *
+ * @return the front 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)
+ */
+ public StencilOperation getFrontStencilStencilFailOperation() {
+ return frontStencilStencilFailOperation;
+ }
+
+ /**
+ * Retrieve the front depth test fail operation.
+ *
+ * @return the front depth test fail operation.
+ *
+ * @see RenderState#setStencil(boolean,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.TestFunction,
+ * com.jme3.material.RenderState.TestFunction)
+ */
+ public StencilOperation getFrontStencilDepthFailOperation() {
+ return frontStencilDepthFailOperation;
+ }
+
+ /**
+ * 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)
+ */
+ public StencilOperation getFrontStencilDepthPassOperation() {
+ return frontStencilDepthPassOperation;
+ }
+
+ /**
+ * 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)
+ */
+ public StencilOperation getBackStencilStencilFailOperation() {
+ return backStencilStencilFailOperation;
+ }
+
+ /**
+ * 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)
+ */
+ public StencilOperation getBackStencilDepthFailOperation() {
+ return backStencilDepthFailOperation;
+ }
+
+ /**
+ * 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)
+ */
+ public StencilOperation getBackStencilDepthPassOperation() {
+ return backStencilDepthPassOperation;
+ }
+
+ /**
+ * 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)
+ */
+ public TestFunction getFrontStencilFunction() {
+ return frontStencilFunction;
+ }
+
+ /**
+ * Retrieve the back stencil function.
+ *
+ * @return the back stencil function.
+ *
+ * @see RenderState#setStencil(boolean,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.TestFunction,
+ * com.jme3.material.RenderState.TestFunction)
+ */
+ public TestFunction getBackStencilFunction() {
+ return backStencilFunction;
+ }
+
+ /**
+ * Retrieve the blend mode.
+ *
+ * @return the blend mode.
+ */
+ public BlendMode getBlendMode() {
+ return blendMode;
+ }
+
+ /**
+ * Check if point sprite mode is enabled
+ *
+ * @return True if point sprite mode is enabled.
+ *
+ * @see RenderState#setPointSprite(boolean)
+ */
+ public boolean isPointSprite() {
+ return pointSprite;
+ }
+
+ /**
+ * Check if alpha test is enabled.
+ *
+ * @return True if alpha test is enabled.
+ *
+ * @see RenderState#setAlphaTest(boolean)
+ */
+ public boolean isAlphaTest() {
+ return alphaTest;
+ }
+
+ /**
+ * Retrieve the face cull mode.
+ *
+ * @return the face cull mode.
+ *
+ * @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)
+ */
+ public FaceCullMode getFaceCullMode() {
+ return cullMode;
+ }
+
+ /**
+ * Check if depth test is enabled.
+ *
+ * @return True if depth test is enabled.
+ *
+ * @see RenderState#setDepthTest(boolean)
+ */
+ public boolean isDepthTest() {
+ return depthTest;
+ }
+
+ /**
+ * Check if depth write is enabled.
+ *
+ * @return True if depth write is enabled.
+ *
+ * @see RenderState#setDepthWrite(boolean)
+ */
+ public boolean isDepthWrite() {
+ return depthWrite;
+ }
+
+ /**
+ * Check if wireframe mode is enabled.
+ *
+ * @return True if wireframe mode is enabled.
+ *
+ * @see RenderState#setWireframe(boolean)
+ */
+ public boolean isWireframe() {
+ return wireframe;
+ }
+
+ /**
+ * Check if color writing is enabled.
+ *
+ * @return True if color writing is enabled.
+ *
+ * @see RenderState#setColorWrite(boolean)
+ */
+ public boolean isColorWrite() {
+ return colorWrite;
+ }
+
+ /**
+ * Retrieve the poly offset factor value.
+ *
+ * @return the poly offset factor value.
+ *
+ * @see RenderState#setPolyOffset(float, float)
+ */
+ public float getPolyOffsetFactor() {
+ return offsetFactor;
+ }
+
+ /**
+ * Retrieve the poly offset units value.
+ *
+ * @return the poly offset units value.
+ *
+ * @see RenderState#setPolyOffset(float, float)
+ */
+ public float getPolyOffsetUnits() {
+ return offsetUnits;
+ }
+
+ /**
+ * Check if polygon offset is enabled.
+ *
+ * @return True if polygon offset is enabled.
+ *
+ * @see RenderState#setPolyOffset(float, float)
+ */
+ public boolean isPolyOffset() {
+ return offsetEnabled;
+ }
+
+ /**
+ * Retrieve the alpha falloff value.
+ *
+ * @return the alpha falloff value.
+ *
+ * @see RenderState#setAlphaFallOff(float)
+ */
+ public float getAlphaFallOff() {
+ return alphaFallOff;
+ }
+
+ public boolean isApplyAlphaFallOff() {
+ return applyAlphaFallOff;
+ }
+
+ public boolean isApplyAlphaTest() {
+ return applyAlphaTest;
+ }
+
+ public boolean isApplyBlendMode() {
+ return applyBlendMode;
+ }
+
+ public boolean isApplyColorWrite() {
+ return applyColorWrite;
+ }
+
+ public boolean isApplyCullMode() {
+ return applyCullMode;
+ }
+
+ public boolean isApplyDepthTest() {
+ return applyDepthTest;
+ }
+
+ public boolean isApplyDepthWrite() {
+ return applyDepthWrite;
+ }
+
+ public boolean isApplyPointSprite() {
+ return applyPointSprite;
+ }
+
+ public boolean isApplyPolyOffset() {
+ return applyPolyOffset;
+ }
+
+ public boolean isApplyWireFrame() {
+ return applyWireFrame;
+ }
+
+ /**
+ * Merges <code>this</code> state and <code>additionalState</code> into
+ * the parameter <code>state</code> based on a specific criteria.
+ *
+ * <p>The criteria for this merge is the following:<br/>
+ * For every given property, such as alpha test or depth write, check
+ * if it was modified from the original in the <code>additionalState</code>
+ * if it was modified, then copy the property from the <code>additionalState</code>
+ * into the parameter <code>state</code>, otherwise, copy the property from <code>this</code>
+ * into the parameter <code>state</code>. If <code>additionalState</code>
+ * is <code>null</code>, then no modifications are made and <code>this</code> is returned,
+ * 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) {
+ return this;
+ }
+
+ if (additionalState.applyPointSprite) {
+ state.pointSprite = additionalState.pointSprite;
+ } else {
+ state.pointSprite = pointSprite;
+ }
+ if (additionalState.applyWireFrame) {
+ state.wireframe = additionalState.wireframe;
+ } else {
+ state.wireframe = wireframe;
+ }
+
+ if (additionalState.applyCullMode) {
+ state.cullMode = additionalState.cullMode;
+ } else {
+ state.cullMode = cullMode;
+ }
+ if (additionalState.applyDepthWrite) {
+ state.depthWrite = additionalState.depthWrite;
+ } else {
+ state.depthWrite = depthWrite;
+ }
+ if (additionalState.applyDepthTest) {
+ state.depthTest = additionalState.depthTest;
+ } else {
+ state.depthTest = depthTest;
+ }
+ if (additionalState.applyColorWrite) {
+ state.colorWrite = additionalState.colorWrite;
+ } else {
+ state.colorWrite = colorWrite;
+ }
+ if (additionalState.applyBlendMode) {
+ state.blendMode = additionalState.blendMode;
+ } else {
+ state.blendMode = blendMode;
+ }
+ if (additionalState.applyAlphaTest) {
+ state.alphaTest = additionalState.alphaTest;
+ } else {
+ state.alphaTest = alphaTest;
+ }
+
+ if (additionalState.applyAlphaFallOff) {
+ state.alphaFallOff = additionalState.alphaFallOff;
+ } else {
+ state.alphaFallOff = alphaFallOff;
+ }
+ if (additionalState.applyPolyOffset) {
+ state.offsetEnabled = additionalState.offsetEnabled;
+ state.offsetFactor = additionalState.offsetFactor;
+ state.offsetUnits = additionalState.offsetUnits;
+ } else {
+ state.offsetEnabled = offsetEnabled;
+ state.offsetFactor = offsetFactor;
+ state.offsetUnits = offsetUnits;
+ }
+ if (additionalState.applyStencilTest){
+ state.stencilTest = additionalState.stencilTest;
+
+ state.frontStencilStencilFailOperation = additionalState.frontStencilStencilFailOperation;
+ state.frontStencilDepthFailOperation = additionalState.frontStencilDepthFailOperation;
+ state.frontStencilDepthPassOperation = additionalState.frontStencilDepthPassOperation;
+
+ state.backStencilStencilFailOperation = additionalState.backStencilStencilFailOperation;
+ state.backStencilDepthFailOperation = additionalState.backStencilDepthFailOperation;
+ state.backStencilDepthPassOperation = additionalState.backStencilDepthPassOperation;
+
+ state.frontStencilFunction = additionalState.frontStencilFunction;
+ state.backStencilFunction = additionalState.backStencilFunction;
+ }else{
+ state.stencilTest = stencilTest;
+
+ state.frontStencilStencilFailOperation = frontStencilStencilFailOperation;
+ state.frontStencilDepthFailOperation = frontStencilDepthFailOperation;
+ state.frontStencilDepthPassOperation = frontStencilDepthPassOperation;
+
+ state.backStencilStencilFailOperation = backStencilStencilFailOperation;
+ state.backStencilDepthFailOperation = backStencilDepthFailOperation;
+ state.backStencilDepthPassOperation = backStencilDepthPassOperation;
+
+ state.frontStencilFunction = frontStencilFunction;
+ state.backStencilFunction = backStencilFunction;
+ }
+ return state;
+ }
+
+ @Override
+ public String toString() {
+ return "RenderState[\n" + "pointSprite=" + pointSprite + "\napplyPointSprite=" + applyPointSprite + "\nwireframe=" + wireframe + "\napplyWireFrame=" + applyWireFrame + "\ncullMode=" + cullMode + "\napplyCullMode=" + applyCullMode + "\ndepthWrite=" + depthWrite + "\napplyDepthWrite=" + applyDepthWrite + "\ndepthTest=" + depthTest + "\napplyDepthTest=" + applyDepthTest + "\ncolorWrite=" + colorWrite + "\napplyColorWrite=" + applyColorWrite + "\nblendMode=" + blendMode + "\napplyBlendMode=" + applyBlendMode + "\nalphaTest=" + alphaTest + "\napplyAlphaTest=" + applyAlphaTest + "\nalphaFallOff=" + alphaFallOff + "\napplyAlphaFallOff=" + applyAlphaFallOff + "\noffsetEnabled=" + offsetEnabled + "\napplyPolyOffset=" + applyPolyOffset + "\noffsetFactor=" + offsetFactor + "\noffsetUnits=" + offsetUnits + "\n]";
+ }
+}