Java tutorial
/** * Copyright (c) 2008-2012 Ardor Labs, Inc. * * This file is part of Ardor3D. * * Ardor3D is free software: you can redistribute it and/or modify it * under the terms of its license which may be found in the accompanying * LICENSE file or at <http://www.ardor3d.com/LICENSE>. */ package com.ardor3d.scene.state.lwjgl; import org.lwjgl.opengl.GL11; import com.ardor3d.renderer.ContextManager; import com.ardor3d.renderer.RenderContext; import com.ardor3d.renderer.state.RenderState.StateType; import com.ardor3d.renderer.state.ZBufferState; import com.ardor3d.renderer.state.record.ZBufferStateRecord; public abstract class LwjglZBufferStateUtil { public static void apply(final ZBufferState state) { // ask for the current state record final RenderContext context = ContextManager.getCurrentContext(); final ZBufferStateRecord record = (ZBufferStateRecord) context.getStateRecord(StateType.ZBuffer); context.setCurrentState(StateType.ZBuffer, state); enableDepthTest(state.isEnabled(), record); if (state.isEnabled()) { int depthFunc = 0; switch (state.getFunction()) { case Never: depthFunc = GL11.GL_NEVER; break; case LessThan: depthFunc = GL11.GL_LESS; break; case EqualTo: depthFunc = GL11.GL_EQUAL; break; case LessThanOrEqualTo: depthFunc = GL11.GL_LEQUAL; break; case GreaterThan: depthFunc = GL11.GL_GREATER; break; case NotEqualTo: depthFunc = GL11.GL_NOTEQUAL; break; case GreaterThanOrEqualTo: depthFunc = GL11.GL_GEQUAL; break; case Always: depthFunc = GL11.GL_ALWAYS; } applyFunction(depthFunc, record); } enableWrite(state.isWritable(), record); if (!record.isValid()) { record.validate(); } } private static void enableDepthTest(final boolean enable, final ZBufferStateRecord record) { if (enable && (!record.depthTest || !record.isValid())) { GL11.glEnable(GL11.GL_DEPTH_TEST); record.depthTest = true; } else if (!enable && (record.depthTest || !record.isValid())) { GL11.glDisable(GL11.GL_DEPTH_TEST); record.depthTest = false; } } private static void applyFunction(final int depthFunc, final ZBufferStateRecord record) { if (depthFunc != record.depthFunc || !record.isValid()) { GL11.glDepthFunc(depthFunc); record.depthFunc = depthFunc; } } private static void enableWrite(final boolean enable, final ZBufferStateRecord record) { if (enable != record.writable || !record.isValid()) { GL11.glDepthMask(enable); record.writable = enable; } } }