/**
* 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;
}
}
}