/**
* <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,
+ * 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>
* </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
/**
* <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
+ * 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.
*/
*/
Less,
/**
- * The test succeeds if the input value is less than or equal to
+ * The test succeeds if the input value is less than or equal to
* the reference value.
*/
LessOrEqual,
*/
Greater,
/**
- * The test succeeds if the input value is greater than or equal to
+ * The test succeeds if the input value is greater than or equal to
* the reference value.
*/
GreaterOrEqual,
/**
* <code>BlendMode</code> specifies the blending operation to use.
- *
- * @see RenderState#setBlendMode(com.jme3.material.RenderState.BlendMode)
+ *
+ * @see RenderState#setBlendMode(com.jme3.material.RenderState.BlendMode)
*/
public enum BlendMode {
/**
* Additive blending. For use with glows and particle emitters.
* <p>
- * Result = Source Color + Destination Color
+ * 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) )
+ * 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
+ * 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
+ * Result = Source Color + (1 - Source Color) * Dest Color -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
*/
Color,
/**
* using source alpha.
* <p>
* Result = Source Alpha * Source Color +
- * (1 - Source Alpha) * Dest 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
+ * 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
+ * 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)
+ *
+ * @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)
*/
public enum FaceCullMode {
/**
* <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,
+ * 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.StencilFunction,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.StencilOperation,
+ * com.jme3.material.RenderState.StencilFunction,
* com.jme3.material.RenderState.StencilFunction)}
*/
public enum StencilOperation {
* 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
+ * Increment the value in the stencil buffer and wrap to 0 when
* reaching the maximum value.
*/
IncrementWrap,
* value when reaching 0.
*/
DecrementWrap,
-
+
/**
* Does a bitwise invert of the value in the stencil buffer.
*/
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;
/**
* Create a clone of this <code>RenderState</code>
- *
+ *
* @return Clone of this render state.
*/
@Override
}
/**
- * Enables point sprite mode.
- *
+ * 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
+ * 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) {
}
/**
- * Sets the alpha fall off value for alpha testing.
- *
+ * 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)
+ *
+ * @see RenderState#setAlphaTest(boolean)
*/
public void setAlphaFallOff(float alphaFallOff) {
applyAlphaFallOff = true;
/**
* 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,
+ * 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)
+ *
+ * @see RenderState#setAlphaFallOff(float)
*/
public void setAlphaTest(boolean alphaTest) {
applyAlphaTest = true;
/**
* 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).
- *
+ * <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) {
/**
* 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
+ * 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
* 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}
+ *
+ * @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.
+ *
+ * <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.
+ * 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)
/**
* 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
+ * @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.
/**
* Check if stencil test is enabled.
- *
+ *
* @return True if stencil test is enabled.
*/
public boolean isStencilTest() {
/**
* 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)
+ *
+ * @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)
+ *
+ * @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)
+ *
+ * @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)
+ *
+ * @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)
+ *
+ * @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)
+ *
+ * @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)
+ *
+ * @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)
+ *
+ * @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() {
/**
* Check if point sprite mode is enabled
- *
+ *
* @return True if point sprite mode is enabled.
- *
- * @see RenderState#setPointSprite(boolean)
+ *
+ * @see RenderState#setPointSprite(boolean)
*/
public boolean isPointSprite() {
return pointSprite;
}
-
+
/**
* Check if alpha test is enabled.
- *
+ *
* @return True if alpha test is enabled.
- *
- * @see RenderState#setAlphaTest(boolean)
+ *
+ * @see RenderState#setAlphaTest(boolean)
*/
public boolean isAlphaTest() {
return alphaTest;
/**
* Retrieve the face cull mode.
- *
+ *
* @return the face cull mode.
- *
- * @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)
+ *
+ * @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)
*/
public FaceCullMode getFaceCullMode() {
return cullMode;
}
-
+
/**
* Check if depth test is enabled.
- *
+ *
* @return True if depth test is enabled.
- *
- * @see RenderState#setDepthTest(boolean)
+ *
+ * @see RenderState#setDepthTest(boolean)
*/
public boolean isDepthTest() {
return depthTest;
/**
* Check if depth write is enabled.
- *
+ *
* @return True if depth write is enabled.
- *
- * @see RenderState#setDepthWrite(boolean)
+ *
+ * @see RenderState#setDepthWrite(boolean)
*/
public boolean isDepthWrite() {
return depthWrite;
/**
* Check if wireframe mode is enabled.
- *
+ *
* @return True if wireframe mode is enabled.
- *
- * @see RenderState#setWireframe(boolean)
+ *
+ * @see RenderState#setWireframe(boolean)
*/
public boolean isWireframe() {
return wireframe;
}
-
+
/**
* Check if color writing is enabled.
- *
+ *
* @return True if color writing is enabled.
- *
- * @see RenderState#setColorWrite(boolean)
+ *
+ * @see RenderState#setColorWrite(boolean)
*/
public boolean isColorWrite() {
return colorWrite;
/**
* Retrieve the poly offset factor value.
- *
+ *
* @return the poly offset factor value.
- *
- * @see RenderState#setPolyOffset(float, float)
+ *
+ * @see RenderState#setPolyOffset(float, float)
*/
public float getPolyOffsetFactor() {
return offsetFactor;
/**
* Retrieve the poly offset units value.
- *
+ *
* @return the poly offset units value.
- *
- * @see RenderState#setPolyOffset(float, float)
+ *
+ * @see RenderState#setPolyOffset(float, float)
*/
public float getPolyOffsetUnits() {
return offsetUnits;
/**
* Check if polygon offset is enabled.
- *
+ *
* @return True if polygon offset is enabled.
- *
- * @see RenderState#setPolyOffset(float, float)
+ *
+ * @see RenderState#setPolyOffset(float, float)
*/
public boolean isPolyOffset() {
return offsetEnabled;
/**
* Retrieve the alpha falloff value.
- *
+ *
* @return the alpha falloff value.
- *
- * @see RenderState#setAlphaFallOff(float)
+ *
+ * @see RenderState#setAlphaFallOff(float)
*/
public float getAlphaFallOff() {
return alphaFallOff;
return applyWireFrame;
}
*/
-
+
/**
- * Merges <code>this</code> state and <code>additionalState</code> into
+ * Merges <code>this</code> state and <code>additionalState</code> into
* the parameter <code>state</code> based on a specific criteria.
- *
+ *
* <p>The criteria for this merge is the following:<br/>
* For every given property, such as alpha test or depth write, check
* if it was modified from the original in the <code>additionalState</code>
* if it was modified, then copy the property from the <code>additionalState</code>
* into the parameter <code>state</code>, otherwise, copy the property from <code>this</code>
- * into the parameter <code>state</code>. If <code>additionalState</code>
- * is <code>null</code>, then no modifications are made and <code>this</code> is returned,
+ * into the parameter <code>state</code>. If <code>additionalState</code>
+ * is <code>null</code>, then no modifications are made and <code>this</code> is returned,
* otherwise, the parameter <code>state</code> is returned with the result
* of the merge.
- *
+ *
* @param additionalState The <code>additionalState</code>, from which data is taken only
* if it was modified by the user.
* @param state Contains output of the method if <code>additionalState</code>
}
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;
}