public void clearBuffers(boolean color, boolean depth, boolean stencil) { int bits = 0; if (color) { // See explanations of the depth below, we must enable color write to be able to clear the // color buffer if (context.colorWriteEnabled == false) { glColorMask(true, true, true, true); context.colorWriteEnabled = true; } bits = GL_COLOR_BUFFER_BIT; } if (depth) { // glClear(GL_DEPTH_BUFFER_BIT) seems to not work when glDepthMask is false // here s some link on openl board // http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=257223 // if depth clear is requested, we enable the depthMask if (context.depthWriteEnabled == false) { glDepthMask(true); context.depthWriteEnabled = true; } bits |= GL_DEPTH_BUFFER_BIT; } if (stencil) { bits |= GL_STENCIL_BUFFER_BIT; } if (bits != 0) { glClear(bits); } }
public void applyRenderState(RenderState state) { if (state.isWireframe() && !context.wireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); context.wireframe = true; } else if (!state.isWireframe() && context.wireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); context.wireframe = false; } if (state.isDepthTest() && !context.depthTestEnabled) { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); context.depthTestEnabled = true; } else if (!state.isDepthTest() && context.depthTestEnabled) { glDisable(GL_DEPTH_TEST); context.depthTestEnabled = false; } if (state.isAlphaTest()) { setFixedFuncBinding(FixedFuncBinding.AlphaTestFallOff, state.getAlphaFallOff()); } else { setFixedFuncBinding(FixedFuncBinding.AlphaTestFallOff, 0f); // disable it } if (state.isDepthWrite() && !context.depthWriteEnabled) { glDepthMask(true); context.depthWriteEnabled = true; } else if (!state.isDepthWrite() && context.depthWriteEnabled) { glDepthMask(false); context.depthWriteEnabled = false; } if (state.isColorWrite() && !context.colorWriteEnabled) { glColorMask(true, true, true, true); context.colorWriteEnabled = true; } else if (!state.isColorWrite() && context.colorWriteEnabled) { glColorMask(false, false, false, false); context.colorWriteEnabled = false; } if (state.isPointSprite()) { logger.log(Level.WARNING, "Point Sprite unsupported!"); } if (state.isPolyOffset()) { if (!context.polyOffsetEnabled) { glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(state.getPolyOffsetFactor(), state.getPolyOffsetUnits()); context.polyOffsetEnabled = true; context.polyOffsetFactor = state.getPolyOffsetFactor(); context.polyOffsetUnits = state.getPolyOffsetUnits(); } else { if (state.getPolyOffsetFactor() != context.polyOffsetFactor || state.getPolyOffsetUnits() != context.polyOffsetUnits) { glPolygonOffset(state.getPolyOffsetFactor(), state.getPolyOffsetUnits()); context.polyOffsetFactor = state.getPolyOffsetFactor(); context.polyOffsetUnits = state.getPolyOffsetUnits(); } } } else { if (context.polyOffsetEnabled) { glDisable(GL_POLYGON_OFFSET_FILL); context.polyOffsetEnabled = false; context.polyOffsetFactor = 0; context.polyOffsetUnits = 0; } } if (state.getFaceCullMode() != context.cullMode) { if (state.getFaceCullMode() == RenderState.FaceCullMode.Off) { glDisable(GL_CULL_FACE); } else { glEnable(GL_CULL_FACE); } switch (state.getFaceCullMode()) { case Off: break; case Back: glCullFace(GL_BACK); break; case Front: glCullFace(GL_FRONT); break; case FrontAndBack: glCullFace(GL_FRONT_AND_BACK); break; default: throw new UnsupportedOperationException( "Unrecognized face cull mode: " + state.getFaceCullMode()); } context.cullMode = state.getFaceCullMode(); } if (state.getBlendMode() != context.blendMode) { if (state.getBlendMode() == RenderState.BlendMode.Off) { glDisable(GL_BLEND); } else { glEnable(GL_BLEND); switch (state.getBlendMode()) { case Off: break; case Additive: glBlendFunc(GL_ONE, GL_ONE); break; case AlphaAdditive: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case Color: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR); break; case Alpha: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case PremultAlpha: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); break; case Modulate: glBlendFunc(GL_DST_COLOR, GL_ZERO); break; case ModulateX2: glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR); break; default: throw new UnsupportedOperationException( "Unrecognized blend mode: " + state.getBlendMode()); } } context.blendMode = state.getBlendMode(); } if (state.isStencilTest()) { throw new UnsupportedOperationException( "OpenGL 1.1 doesn't support two sided stencil operations."); } }