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