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@@ -36,26 +36,100 @@ import com.jme3.export.JmeImporter;
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import com.jme3.export.InputCapsule;
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import com.jme3.export.OutputCapsule;
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import com.jme3.export.Savable;
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+import com.jme3.scene.Mesh;
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import java.io.IOException;
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+/**
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+ * <code>RenderState</code> specifies material rendering properties that cannot
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+ * be controlled by a shader on a {@link Material}. The properties
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+ * allow manipulation of rendering features such as depth testing, alpha blending,
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+ * face culling, stencil operations, and much more.
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+ *
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+ * @author Kirill Vainer
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+ */
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public class RenderState implements Cloneable, Savable {
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+ /**
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+ * The <code>DEFAULT</code> render state is the one used by default
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+ * on all materials unless changed otherwise by the user.
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+ *
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+ * <p>
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+ * It has the following properties:
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+ * <ul>
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+ * <li>Back Face Culling</li>
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+ * <li>Depth Testing Enabled</li>
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+ * <li>Depth Writing Enabled</li>
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+ * </ul>
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+ */
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public static final RenderState DEFAULT = new RenderState();
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+
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+ /**
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+ * The <code>NULL</code> render state is identical to the {@link RenderState#DEFAULT}
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+ * render state except that depth testing and face culling are disabled.
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+ */
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public static final RenderState NULL = new RenderState();
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+
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+ /**
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+ * The <code>ADDITIONAL</code> render state is identical to the
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+ * {@link RenderState#DEFAULT} render state except that all apply
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+ * values are set to false. This allows the <code>ADDITIONAL</code> render
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+ * state to be combined with other state but only influencing values
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+ * that were changed from the original.
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+ */
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public static final RenderState ADDITIONAL = new RenderState();
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- public enum TestFunc {
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+ /**
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+ * <code>TestFunction</code> specifies the testing function for stencil test
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+ * function and alpha test function.
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+ *
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+ * <p>The functions work similarly as described except that for stencil
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+ * test function, the reference value given in the stencil command is
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+ * the input value while the reference is the value already in the stencil
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+ * buffer.
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+ */
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+ public enum TestFunction {
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+ /**
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+ * The test always fails
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+ */
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Never,
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+ /**
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+ * The test succeeds if the input value is equal to the reference value.
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+ */
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Equal,
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+ /**
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+ * The test succeeds if the input value is less than the reference value.
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+ */
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Less,
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+ /**
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+ * The test succeeds if the input value is less than or equal to
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+ * the reference value.
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+ */
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LessOrEqual,
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+ /**
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+ * The test succeeds if the input value is greater than the reference value.
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+ */
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Greater,
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+ /**
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+ * The test succeeds if the input value is greater than or equal to
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+ * the reference value.
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+ */
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GreaterOrEqual,
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+ /**
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+ * The test succeeds if the input value does not equal the
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+ * reference value.
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+ */
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NotEqual,
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- Always,
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- }
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+ /**
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+ * The test always passes
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+ */
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+ Always,}
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+ /**
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+ * <code>BlendMode</code> specifies the blending operation to use.
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+ *
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+ * @see RenderState#setBlendMode(com.jme3.material.RenderState.BlendMode)
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+ */
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public enum BlendMode {
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/**
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@@ -64,52 +138,57 @@ public class RenderState implements Cloneable, Savable {
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Off,
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/**
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* Additive blending. For use with glows and particle emitters.
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- *
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+ * <p>
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* Result = Source Color + Destination Color
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*/
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Additive,
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/**
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* Premultiplied alpha blending, for use with premult alpha textures.
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- *
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- * Result = Source Color + (Dest Color * 1 - Source Alpha)
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+ * <p>
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+ * Result = Source Color + (Dest Color * (1 - Source Alpha) )
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*/
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PremultAlpha,
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/**
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* Additive blending that is multiplied with source alpha.
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* For use with glows and particle emitters.
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- *
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+ * <p>
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* Result = (Source Alpha * Source Color) + Dest Color
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*/
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AlphaAdditive,
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/**
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* Color blending, blends in color from dest color
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* using source color.
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- *
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+ * <p>
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* Result = Source Color + (1 - Source Color) * Dest Color
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*/
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Color,
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/**
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* Alpha blending, interpolates to source color from dest color
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* using source alpha.
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- *
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+ * <p>
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* Result = Source Alpha * Source Color +
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* (1 - Source Alpha) * Dest Color
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*/
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Alpha,
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/**
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* Multiplies the source and dest colors.
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- *
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+ * <p>
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* Result = Source Color * Dest Color
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*/
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Modulate,
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/**
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* Multiplies the source and dest colors then doubles the result.
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- *
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+ * <p>
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* Result = 2 * Source Color * Dest Color
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*/
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ModulateX2
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}
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+ /**
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+ * <code>FaceCullMode</code> specifies the criteria for faces to be culled.
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+ *
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+ * @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)
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+ */
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public enum FaceCullMode {
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/**
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@@ -130,29 +209,60 @@ public class RenderState implements Cloneable, Savable {
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FrontAndBack
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}
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-
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+ /**
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+ * <code>StencilOperation</code> specifies the stencil operation to use
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+ * in a certain scenario as specified in {@link RenderState#setStencil(boolean,
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+ * com.jme3.material.RenderState.StencilOperation,
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+ * com.jme3.material.RenderState.StencilOperation,
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+ * com.jme3.material.RenderState.StencilOperation,
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+ * com.jme3.material.RenderState.StencilOperation,
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+ * com.jme3.material.RenderState.StencilOperation,
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+ * com.jme3.material.RenderState.StencilOperation,
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+ * com.jme3.material.RenderState.StencilFunction,
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+ * com.jme3.material.RenderState.StencilFunction)}
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+ */
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public enum StencilOperation {
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- Keep, //keep the current value
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- Zero, //set the value to 0
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- Replace, //sets the buffer to
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+
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+ /**
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+ * Keep the current value.
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+ */
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+ Keep,
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+ /**
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+ * Set the value to 0
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+ */
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+ Zero,
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+ /**
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+ * Replace the value in the stencil buffer with the reference value.
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+ */
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+ Replace,
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+
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+ /**
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+ * Increment the value in the stencil buffer, clamp once reaching
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+ * the maximum value.
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+ */
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Increment,
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+
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+ /**
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+ * Increment the value in the stencil buffer and wrap to 0 when
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+ * reaching the maximum value.
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+ */
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IncrementWrap,
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+ /**
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+ * Decrement the value in the stencil buffer and clamp once reaching 0.
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+ */
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Decrement,
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+ /**
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+ * Decrement the value in the stencil buffer and wrap to the maximum
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+ * value when reaching 0.
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+ */
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DecrementWrap,
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+
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+ /**
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+ * Does a bitwise invert of the value in the stencil buffer.
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+ */
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Invert
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}
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- public enum StencilFunction {
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- Never,
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- Less,
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- LessEqual,
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- Greater,
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- GreaterEqual,
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- Equal,
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- NotEqual,
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- Always
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- }
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-
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static {
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NULL.cullMode = FaceCullMode.Off;
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NULL.depthTest = false;
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@@ -170,38 +280,49 @@ public class RenderState implements Cloneable, Savable {
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ADDITIONAL.applyAlphaFallOff = false;
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ADDITIONAL.applyPolyOffset = false;
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}
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-
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+
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boolean pointSprite = false;
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boolean applyPointSprite = true;
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+
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boolean wireframe = false;
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boolean applyWireFrame = true;
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+
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FaceCullMode cullMode = FaceCullMode.Back;
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boolean applyCullMode = true;
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+
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boolean depthWrite = true;
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boolean applyDepthWrite = true;
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+
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boolean depthTest = true;
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boolean applyDepthTest = true;
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+
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boolean colorWrite = true;
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boolean applyColorWrite = true;
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+
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BlendMode blendMode = BlendMode.Off;
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boolean applyBlendMode = true;
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+
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boolean alphaTest = false;
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boolean applyAlphaTest = true;
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+
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float alphaFallOff = 0;
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boolean applyAlphaFallOff = true;
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- boolean offsetEnabled = false;
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- boolean applyPolyOffset = true;
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+
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float offsetFactor = 0;
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float offsetUnits = 0;
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+ boolean offsetEnabled = false;
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+ boolean applyPolyOffset = true;
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+
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boolean stencilTest = false;
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+ boolean applyStencilTest = false;
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StencilOperation frontStencilStencilFailOperation = StencilOperation.Keep;
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StencilOperation frontStencilDepthFailOperation = StencilOperation.Keep;
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StencilOperation frontStencilDepthPassOperation = StencilOperation.Keep;
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StencilOperation backStencilStencilFailOperation = StencilOperation.Keep;
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StencilOperation backStencilDepthFailOperation = StencilOperation.Keep;
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StencilOperation backStencilDepthPassOperation = StencilOperation.Keep;
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- StencilFunction frontStencilFunction = StencilFunction.Always;
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- StencilFunction backStencilFunction = StencilFunction.Always;
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+ TestFunction frontStencilFunction = TestFunction.Always;
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+ TestFunction backStencilFunction = TestFunction.Always;
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public void write(JmeExporter ex) throws IOException {
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OutputCapsule oc = ex.getCapsule(this);
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@@ -224,8 +345,8 @@ public class RenderState implements Cloneable, Savable {
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oc.write(backStencilStencilFailOperation, "frontStencilStencilFailOperation", StencilOperation.Keep);
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oc.write(backStencilDepthFailOperation, "backStencilDepthFailOperation", StencilOperation.Keep);
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oc.write(backStencilDepthPassOperation, "backStencilDepthPassOperation", StencilOperation.Keep);
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- oc.write(frontStencilFunction, "frontStencilFunction", StencilFunction.Always);
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- oc.write(backStencilFunction, "backStencilFunction", StencilFunction.Always);
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+ oc.write(frontStencilFunction, "frontStencilFunction", TestFunction.Always);
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+ oc.write(backStencilFunction, "backStencilFunction", TestFunction.Always);
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}
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public void read(JmeImporter im) throws IOException {
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@@ -249,10 +370,15 @@ public class RenderState implements Cloneable, Savable {
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backStencilStencilFailOperation = ic.readEnum("backStencilStencilFailOperation", StencilOperation.class, StencilOperation.Keep);
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backStencilDepthFailOperation = ic.readEnum("backStencilDepthFailOperation", StencilOperation.class, StencilOperation.Keep);
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backStencilDepthPassOperation = ic.readEnum("backStencilDepthPassOperation", StencilOperation.class, StencilOperation.Keep);
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- frontStencilFunction = ic.readEnum("frontStencilFunction", StencilFunction.class, StencilFunction.Always);
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- backStencilFunction = ic.readEnum("backStencilFunction", StencilFunction.class, StencilFunction.Always);
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+ frontStencilFunction = ic.readEnum("frontStencilFunction", TestFunction.class, TestFunction.Always);
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+ backStencilFunction = ic.readEnum("backStencilFunction", TestFunction.class, TestFunction.Always);
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}
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+ /**
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+ * Create a clone of this <code>RenderState</code>
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+ *
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+ * @return Clone of this render state.
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+ */
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@Override
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public RenderState clone() {
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try {
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@@ -262,69 +388,161 @@ public class RenderState implements Cloneable, Savable {
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}
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}
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- public boolean isPointSprite() {
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- return pointSprite;
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- }
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-
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+ /**
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+ * Enables point sprite mode.
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+ *
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+ * <p>When point sprite is enabled, any meshes
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+ * with the type of {@link Mesh#Mode#Points} will be rendered as 2D quads
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+ * with texturing enabled. Fragment shaders can write to the
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+ * <code>gl_PointCoord</code> variable to manipulate the texture coordinate
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+ * for each pixel. The size of the 2D quad can be controlled by writing
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+ * to the <code>gl_PointSize</code> variable in the vertex shader.
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+ *
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+ * @param pointSprite Enables Point Sprite mode.
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+ */
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public void setPointSprite(boolean pointSprite) {
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applyPointSprite = true;
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this.pointSprite = pointSprite;
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}
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- public boolean isColorWrite() {
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- return colorWrite;
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- }
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-
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- public float getPolyOffsetFactor() {
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- return offsetFactor;
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- }
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-
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- public float getPolyOffsetUnits() {
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- return offsetUnits;
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- }
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-
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- public boolean isPolyOffset() {
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- return offsetEnabled;
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- }
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-
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- public float getAlphaFallOff() {
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- return alphaFallOff;
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- }
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-
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+ /**
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+ * Sets the alpha fall off value for alpha testing.
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+ *
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+ * <p>If the pixel's alpha value is greater than the
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+ * <code>alphaFallOff</code> then the pixel will be rendered, otherwise
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+ * the pixel will be discarded.
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+ *
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+ * @param alphaFallOff The alpha of all rendered pixels must be higher
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+ * than this value to be rendered.
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+ *
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+ * @see RenderState#setAlphaTest(boolean)
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+ */
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public void setAlphaFallOff(float alphaFallOff) {
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applyAlphaFallOff = true;
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this.alphaFallOff = alphaFallOff;
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}
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- public boolean isAlphaTest() {
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- return alphaTest;
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- }
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-
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+ /**
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+ * Enable alpha testing.
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+ *
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+ * <p>When alpha testing is enabled, all input pixels' alpha are compared
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+ * to the constant alpha falloff. If the input alpha is greater than
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+ * the falloff, the pixel will be rendered, otherwise it will be discarded.
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+ *
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+ * @param alphaTest Set to true to enable alpha testing.
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+ *
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+ * @see RenderState#setAlphaFallOff(float)
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+ */
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public void setAlphaTest(boolean alphaTest) {
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applyAlphaTest = true;
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this.alphaTest = alphaTest;
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}
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- public FaceCullMode getFaceCullMode() {
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- return cullMode;
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- }
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-
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+ /**
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+ * Enable writing color.
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+ *
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+ * <p>When color write is enabled, the result of a fragment shader, the
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+ * <code>gl_FragColor</code>, will be rendered into the color buffer
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+ * (including alpha).
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+ *
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+ * @param colorWrite Set to true to enable color writing.
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+ */
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public void setColorWrite(boolean colorWrite) {
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applyColorWrite = true;
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this.colorWrite = colorWrite;
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}
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/**
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- * Offsets the on-screen z-order of the material's polygons, to combat visual artefacts like
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- * stitching, bleeding and z-fighting for overlapping polygons.
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- * Factor and units are summed to produce the depth offset. This offset is applied in screen space,
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- * typically with positive Z pointing into the screen.
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- * Typical values are (1.0f, 1.0f) or (-1.0f, -1.0f)
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- *
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- * @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;
|
|
|
@@ -332,6 +550,32 @@ public class RenderState implements Cloneable, Savable {
|
|
|
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,
|
|
|
@@ -339,10 +583,11 @@ public class RenderState implements Cloneable, Savable {
|
|
|
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;
|
|
|
@@ -353,61 +598,298 @@ public class RenderState implements Cloneable, Savable {
|
|
|
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;
|
|
|
}
|
|
|
@@ -447,73 +929,100 @@ public class RenderState implements Cloneable, Savable {
|
|
|
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 + ']';
|
|
|
}
|
|
|
}
|