| // |
| // Copyright 2014 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // Based on Stencil_Test.c from |
| // Book: OpenGL(R) ES 2.0 Programming Guide |
| // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner |
| // ISBN-10: 0321502795 |
| // ISBN-13: 9780321502797 |
| // Publisher: Addison-Wesley Professional |
| // URLs: http://safari.informit.com/9780321563835 |
| // http://www.opengles-book.com |
| |
| #include "SampleApplication.h" |
| |
| #include "util/shader_utils.h" |
| |
| class StencilOperationsSample : public SampleApplication |
| { |
| public: |
| StencilOperationsSample(int argc, char **argv) |
| : SampleApplication("StencilOperations", argc, argv) |
| {} |
| |
| bool initialize() override |
| { |
| constexpr char kVS[] = R"(attribute vec4 a_position; |
| void main() |
| { |
| gl_Position = a_position; |
| })"; |
| |
| constexpr char kFS[] = R"(precision mediump float; |
| uniform vec4 u_color; |
| void main() |
| { |
| gl_FragColor = u_color; |
| })"; |
| |
| mProgram = CompileProgram(kVS, kFS); |
| if (!mProgram) |
| { |
| return false; |
| } |
| |
| // Get the attribute locations |
| mPositionLoc = glGetAttribLocation(mProgram, "a_position"); |
| |
| // Get the sampler location |
| mColorLoc = glGetUniformLocation(mProgram, "u_color"); |
| |
| // Set the clear color |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| // Set the stencil clear value |
| glClearStencil(0x01); |
| |
| // Set the depth clear value |
| glClearDepthf(0.75f); |
| |
| // Enable the depth and stencil tests |
| glEnable(GL_DEPTH_TEST); |
| glEnable(GL_STENCIL_TEST); |
| |
| return true; |
| } |
| |
| void destroy() override { glDeleteProgram(mProgram); } |
| |
| void draw() override |
| { |
| GLfloat vertices[] = { |
| -0.75f, 0.25f, 0.50f, // Quad #0 |
| -0.25f, 0.25f, 0.50f, -0.25f, 0.75f, 0.50f, -0.75f, 0.75f, 0.50f, |
| 0.25f, 0.25f, 0.90f, // Quad #1 |
| 0.75f, 0.25f, 0.90f, 0.75f, 0.75f, 0.90f, 0.25f, 0.75f, 0.90f, |
| -0.75f, -0.75f, 0.50f, // Quad #2 |
| -0.25f, -0.75f, 0.50f, -0.25f, -0.25f, 0.50f, -0.75f, -0.25f, 0.50f, |
| 0.25f, -0.75f, 0.50f, // Quad #3 |
| 0.75f, -0.75f, 0.50f, 0.75f, -0.25f, 0.50f, 0.25f, -0.25f, 0.50f, |
| -1.00f, -1.00f, 0.00f, // Big Quad |
| 1.00f, -1.00f, 0.00f, 1.00f, 1.00f, 0.00f, -1.00f, 1.00f, 0.00f, |
| }; |
| |
| GLubyte indices[][6] = { |
| {0, 1, 2, 0, 2, 3}, // Quad #0 |
| {4, 5, 6, 4, 6, 7}, // Quad #1 |
| {8, 9, 10, 8, 10, 11}, // Quad #2 |
| {12, 13, 14, 12, 14, 15}, // Quad #3 |
| {16, 17, 18, 16, 18, 19}, // Big Quad |
| }; |
| |
| static const size_t testCount = 4; |
| GLfloat colors[testCount][4] = { |
| {1.0f, 0.0f, 0.0f, 1.0f}, |
| {0.0f, 1.0f, 0.0f, 1.0f}, |
| {0.0f, 0.0f, 1.0f, 1.0f}, |
| {1.0f, 1.0f, 0.0f, 0.0f}, |
| }; |
| |
| GLuint stencilValues[testCount] = { |
| 0x7, // Result of test 0 |
| 0x0, // Result of test 1 |
| 0x2, // Result of test 2 |
| 0xff // Result of test 3. We need to fill this value in at run-time |
| }; |
| |
| // Set the viewport |
| glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); |
| |
| // Clear the color, depth, and stencil buffers. At this point, the stencil |
| // buffer will be 0x1 for all pixels |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| // Use the program object |
| glUseProgram(mProgram); |
| |
| // Load the vertex data |
| glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, vertices); |
| glEnableVertexAttribArray(mPositionLoc); |
| |
| // Test 0: |
| // |
| // Initialize upper-left region. In this case, the stencil-buffer values will |
| // be replaced because the stencil test for the rendered pixels will fail the |
| // stencil test, which is |
| // |
| // ref mask stencil mask |
| // ( 0x7 & 0x3 ) < ( 0x1 & 0x7 ) |
| // |
| // The value in the stencil buffer for these pixels will be 0x7. |
| glStencilFunc(GL_LESS, 0x7, 0x3); |
| glStencilOp(GL_REPLACE, GL_DECR, GL_DECR); |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[0]); |
| |
| // Test 1: |
| // |
| // Initialize the upper-right region. Here, we'll decrement the stencil-buffer |
| // values where the stencil test passes but the depth test fails. The stencil test is |
| // |
| // ref mask stencil mask |
| // ( 0x3 & 0x3 ) > ( 0x1 & 0x3 ) |
| // |
| // but where the geometry fails the depth test. The stencil values for these pixels |
| // will be 0x0. |
| glStencilFunc(GL_GREATER, 0x3, 0x3); |
| glStencilOp(GL_KEEP, GL_DECR, GL_KEEP); |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[1]); |
| |
| // Test 2: |
| // |
| // Initialize the lower-left region. Here we'll increment (with saturation) the |
| // stencil value where both the stencil and depth tests pass. The stencil test for |
| // these pixels will be |
| // |
| // ref mask stencil mask |
| // ( 0x1 & 0x3 ) == ( 0x1 & 0x3 ) |
| // |
| // The stencil values for these pixels will be 0x2. |
| glStencilFunc(GL_EQUAL, 0x1, 0x3); |
| glStencilOp(GL_KEEP, GL_INCR, GL_INCR); |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[2]); |
| |
| // Test 3: |
| // |
| // Finally, initialize the lower-right region. We'll invert the stencil value |
| // where the stencil tests fails. The stencil test for these pixels will be |
| // |
| // ref mask stencil mask |
| // ( 0x2 & 0x1 ) == ( 0x1 & 0x1 ) |
| // |
| // The stencil value here will be set to ~((2^s-1) & 0x1), (with the 0x1 being |
| // from the stencil clear value), where 's' is the number of bits in the stencil |
| // buffer |
| glStencilFunc(GL_EQUAL, 0x2, 0x1); |
| glStencilOp(GL_INVERT, GL_KEEP, GL_KEEP); |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[3]); |
| |
| // Since we don't know at compile time how many stencil bits are present, we'll |
| // query, and update the value correct value in the stencilValues arrays for the |
| // fourth tests. We'll use this value later in rendering. |
| GLint stencilBitCount = 0; |
| glGetIntegerv(GL_STENCIL_BITS, &stencilBitCount); |
| stencilValues[3] = ~(((1 << stencilBitCount) - 1) & 0x1) & 0xff; |
| |
| // Use the stencil buffer for controlling where rendering will occur. We disable |
| // writing to the stencil buffer so we can test against them without modifying |
| // the values we generated. |
| glStencilMask(0x0); |
| |
| for (size_t i = 0; i < testCount; ++i) |
| { |
| glStencilFunc(GL_EQUAL, stencilValues[i], 0xff); |
| glUniform4fv(mColorLoc, 1, colors[i]); |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[4]); |
| } |
| |
| // Reset the stencil mask |
| glStencilMask(0xFF); |
| } |
| |
| private: |
| // Handle to a program object |
| GLuint mProgram; |
| |
| // Attribute locations |
| GLint mPositionLoc; |
| |
| // Uniform locations |
| GLint mColorLoc; |
| }; |
| |
| int main(int argc, char **argv) |
| { |
| StencilOperationsSample app(argc, argv); |
| return app.run(); |
| } |