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//
// 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();
}