import com.jme3.export.InputCapsule;
import com.jme3.export.OutputCapsule;
import com.jme3.export.Savable;
+import com.jme3.scene.Mesh;
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();
- public enum TestFunc {
+ /**
+ * <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,
- Always,
- }
+ /**
+ * 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 {
/**
Off,
/**
* Additive blending. For use with glows and particle emitters.
- *
+ * <p>
* Result = Source Color + Destination Color
*/
Additive,
/**
* Premultiplied alpha blending, for use with premult alpha textures.
- *
- * Result = Source Color + (Dest Color * 1 - Source Alpha)
+ * <p>
+ * Result = Source Color + (Dest Color * (1 - Source 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
*/
AlphaAdditive,
/**
* Color blending, blends in color from dest color
* using source color.
- *
+ * <p>
* Result = Source Color + (1 - Source Color) * Dest 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
*/
Alpha,
/**
* Multiplies the source and dest colors.
- *
+ * <p>
* Result = Source Color * Dest Color
*/
Modulate,
/**
* Multiplies the source and dest colors then doubles the result.
- *
+ * <p>
* Result = 2 * Source Color * Dest Color
*/
ModulateX2
}
+ /**
+ * <code>FaceCullMode</code> specifies the criteria for faces to be culled.
+ *
+ * @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)
+ */
public enum FaceCullMode {
/**
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, //keep the current value
- Zero, //set the value to 0
- Replace, //sets the buffer to
+
+ /**
+ * 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
}
- public enum StencilFunction {
- Never,
- Less,
- LessEqual,
- Greater,
- GreaterEqual,
- Equal,
- NotEqual,
- Always
- }
-
static {
NULL.cullMode = FaceCullMode.Off;
NULL.depthTest = 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;
- boolean offsetEnabled = false;
- boolean applyPolyOffset = 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;
- StencilFunction frontStencilFunction = StencilFunction.Always;
- StencilFunction backStencilFunction = StencilFunction.Always;
+ TestFunction frontStencilFunction = TestFunction.Always;
+ TestFunction backStencilFunction = TestFunction.Always;
public void write(JmeExporter ex) throws IOException {
OutputCapsule oc = ex.getCapsule(this);
oc.write(backStencilStencilFailOperation, "frontStencilStencilFailOperation", StencilOperation.Keep);
oc.write(backStencilDepthFailOperation, "backStencilDepthFailOperation", StencilOperation.Keep);
oc.write(backStencilDepthPassOperation, "backStencilDepthPassOperation", StencilOperation.Keep);
- oc.write(frontStencilFunction, "frontStencilFunction", StencilFunction.Always);
- oc.write(backStencilFunction, "backStencilFunction", StencilFunction.Always);
+ oc.write(frontStencilFunction, "frontStencilFunction", TestFunction.Always);
+ oc.write(backStencilFunction, "backStencilFunction", TestFunction.Always);
}
public void read(JmeImporter im) throws IOException {
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", StencilFunction.class, StencilFunction.Always);
- backStencilFunction = ic.readEnum("backStencilFunction", StencilFunction.class, StencilFunction.Always);
+ frontStencilFunction = ic.readEnum("frontStencilFunction", TestFunction.class, TestFunction.Always);
+ backStencilFunction = ic.readEnum("backStencilFunction", TestFunction.class, TestFunction.Always);
}
+ /**
+ * Create a clone of this <code>RenderState</code>
+ *
+ * @return Clone of this render state.
+ */
@Override
public RenderState clone() {
try {
}
}
- public boolean isPointSprite() {
- return pointSprite;
- }
-
+ /**
+ * Enables point sprite mode.
+ *
+ * <p>When point sprite is enabled, any meshes
+ * with the type of {@link Mesh#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;
}
- public boolean isColorWrite() {
- return colorWrite;
- }
-
- public float getPolyOffsetFactor() {
- return offsetFactor;
- }
-
- public float getPolyOffsetUnits() {
- return offsetUnits;
- }
-
- public boolean isPolyOffset() {
- return offsetEnabled;
- }
-
- public float getAlphaFallOff() {
- return alphaFallOff;
- }
-
+ /**
+ * 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.
+ *
+ * @see RenderState#setAlphaTest(boolean)
+ */
public void setAlphaFallOff(float alphaFallOff) {
applyAlphaFallOff = true;
this.alphaFallOff = alphaFallOff;
}
- public boolean isAlphaTest() {
- return alphaTest;
- }
-
+ /**
+ * Enable alpha testing.
+ *
+ * <p>When alpha testing is enabled, all input pixels' alpha are compared
+ * to the 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;
}
- public FaceCullMode getFaceCullMode() {
- return cullMode;
- }
-
+ /**
+ * 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;
}
/**
- * 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
- **/
+ * 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 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;
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 _backStencilStencilFailOperation,
StencilOperation _backStencilDepthFailOperation,
StencilOperation _backStencilDepthPassOperation,
- StencilFunction _frontStencilFunction,
- StencilFunction _backStencilFunction){
+ TestFunction _frontStencilFunction,
+ TestFunction _backStencilFunction) {
stencilTest = enabled;
+ applyStencilTest = true;
this.frontStencilStencilFailOperation = _frontStencilStencilFailOperation;
this.frontStencilDepthFailOperation = _frontStencilDepthFailOperation;
this.frontStencilDepthPassOperation = _frontStencilDepthPassOperation;
this.backStencilFunction = _backStencilFunction;
}
+ /**
+ * Check if stencil test is enabled.
+ *
+ * @return True if stencil test is enabled.
+ */
public boolean isStencilTest() {
return stencilTest;
}
- public StencilOperation getFrontStencilStencilFailOperation(){ return frontStencilStencilFailOperation; }
- public StencilOperation getFrontStencilDepthFailOperation(){ return frontStencilDepthFailOperation; }
- public StencilOperation getFrontStencilDepthPassOperation(){ return frontStencilDepthPassOperation; }
- public StencilOperation getBackStencilStencilFailOperation(){ return backStencilStencilFailOperation; }
- public StencilOperation getBackStencilDepthFailOperation(){ return backStencilDepthFailOperation; }
- public StencilOperation getBackStencilDepthPassOperation(){ return backStencilDepthPassOperation; }
+ /**
+ * 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;
+ }
- public StencilFunction getFrontStencilFunction(){ return frontStencilFunction; }
- public StencilFunction getBackStencilFunction(){ return backStencilFunction; }
+ /**
+ * 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;
+ }
- public void setFaceCullMode(FaceCullMode cullMode) {
- applyCullMode = true;
- this.cullMode = cullMode;
+ /**
+ * 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;
}
- public void setBlendMode(BlendMode blendMode) {
- applyBlendMode = true;
- this.blendMode = 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;
}
- public void setDepthTest(boolean depthTest) {
- applyDepthTest = true;
- this.depthTest = depthTest;
- }
-
+ /**
+ * Check if depth write is enabled.
+ *
+ * @return True if depth write is enabled.
+ *
+ * @see RenderState#setDepthWrite(boolean)
+ */
public boolean isDepthWrite() {
return depthWrite;
}
- public void setDepthWrite(boolean depthWrite) {
- applyDepthWrite = true;
- this.depthWrite = 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;
+ }
- public void setWireframe(boolean wireframe) {
- applyWireFrame = true;
- this.wireframe = wireframe;
+ /**
+ * 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 isApplyWireFrame() {
return applyWireFrame;
}
-
- 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.
+ *
+ * <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.isApplyPointSprite()) {
+ if (additionalState.applyPointSprite) {
state.pointSprite = additionalState.pointSprite;
- }else{
+ } else {
state.pointSprite = pointSprite;
}
- if (additionalState.isApplyWireFrame()) {
+ if (additionalState.applyWireFrame) {
state.wireframe = additionalState.wireframe;
- }else{
+ } else {
state.wireframe = wireframe;
}
- if (additionalState.isApplyCullMode()) {
+ if (additionalState.applyCullMode) {
state.cullMode = additionalState.cullMode;
- }else{
+ } else {
state.cullMode = cullMode;
}
- if (additionalState.isApplyDepthWrite()) {
+ if (additionalState.applyDepthWrite) {
state.depthWrite = additionalState.depthWrite;
- }else{
+ } else {
state.depthWrite = depthWrite;
}
- if (additionalState.isApplyDepthTest()) {
+ if (additionalState.applyDepthTest) {
state.depthTest = additionalState.depthTest;
- }else{
+ } else {
state.depthTest = depthTest;
}
- if (additionalState.isApplyColorWrite()) {
+ if (additionalState.applyColorWrite) {
state.colorWrite = additionalState.colorWrite;
- }else{
+ } else {
state.colorWrite = colorWrite;
}
- if (additionalState.isApplyBlendMode()) {
+ if (additionalState.applyBlendMode) {
state.blendMode = additionalState.blendMode;
- }else{
+ } else {
state.blendMode = blendMode;
}
- if (additionalState.isApplyAlphaTest()) {
+ if (additionalState.applyAlphaTest) {
state.alphaTest = additionalState.alphaTest;
- }else{
+ } else {
state.alphaTest = alphaTest;
}
- if (additionalState.isApplyAlphaFallOff()) {
+ if (additionalState.applyAlphaFallOff) {
state.alphaFallOff = additionalState.alphaFallOff;
- }else{
+ } else {
state.alphaFallOff = alphaFallOff;
}
- if (additionalState.isApplyPolyOffset()) {
+ if (additionalState.applyPolyOffset) {
state.offsetEnabled = additionalState.offsetEnabled;
state.offsetFactor = additionalState.offsetFactor;
state.offsetUnits = additionalState.offsetUnits;
- }else{
+ } else {
state.offsetEnabled = offsetEnabled;
state.offsetFactor = offsetFactor;
state.offsetUnits = offsetUnits;
}
+ if (additionalState.applyStencilTest){
+ state.stencilTest = additionalState.stencilTest;
+ }else{
+ state.stencilTest = stencilTest;
+ }
return state;
}
@Override
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 + ']';
}
}