1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2014 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker // Based on Stencil_Test.c from
8*8975f5c5SAndroid Build Coastguard Worker // Book: OpenGL(R) ES 2.0 Programming Guide
9*8975f5c5SAndroid Build Coastguard Worker // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
10*8975f5c5SAndroid Build Coastguard Worker // ISBN-10: 0321502795
11*8975f5c5SAndroid Build Coastguard Worker // ISBN-13: 9780321502797
12*8975f5c5SAndroid Build Coastguard Worker // Publisher: Addison-Wesley Professional
13*8975f5c5SAndroid Build Coastguard Worker // URLs: http://safari.informit.com/9780321563835
14*8975f5c5SAndroid Build Coastguard Worker // http://www.opengles-book.com
15*8975f5c5SAndroid Build Coastguard Worker
16*8975f5c5SAndroid Build Coastguard Worker #include "SampleApplication.h"
17*8975f5c5SAndroid Build Coastguard Worker
18*8975f5c5SAndroid Build Coastguard Worker #include "util/shader_utils.h"
19*8975f5c5SAndroid Build Coastguard Worker
20*8975f5c5SAndroid Build Coastguard Worker class StencilOperationsSample : public SampleApplication
21*8975f5c5SAndroid Build Coastguard Worker {
22*8975f5c5SAndroid Build Coastguard Worker public:
StencilOperationsSample(int argc,char ** argv)23*8975f5c5SAndroid Build Coastguard Worker StencilOperationsSample(int argc, char **argv)
24*8975f5c5SAndroid Build Coastguard Worker : SampleApplication("StencilOperations", argc, argv)
25*8975f5c5SAndroid Build Coastguard Worker {}
26*8975f5c5SAndroid Build Coastguard Worker
initialize()27*8975f5c5SAndroid Build Coastguard Worker bool initialize() override
28*8975f5c5SAndroid Build Coastguard Worker {
29*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] = R"(attribute vec4 a_position;
30*8975f5c5SAndroid Build Coastguard Worker void main()
31*8975f5c5SAndroid Build Coastguard Worker {
32*8975f5c5SAndroid Build Coastguard Worker gl_Position = a_position;
33*8975f5c5SAndroid Build Coastguard Worker })";
34*8975f5c5SAndroid Build Coastguard Worker
35*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(precision mediump float;
36*8975f5c5SAndroid Build Coastguard Worker uniform vec4 u_color;
37*8975f5c5SAndroid Build Coastguard Worker void main()
38*8975f5c5SAndroid Build Coastguard Worker {
39*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = u_color;
40*8975f5c5SAndroid Build Coastguard Worker })";
41*8975f5c5SAndroid Build Coastguard Worker
42*8975f5c5SAndroid Build Coastguard Worker mProgram = CompileProgram(kVS, kFS);
43*8975f5c5SAndroid Build Coastguard Worker if (!mProgram)
44*8975f5c5SAndroid Build Coastguard Worker {
45*8975f5c5SAndroid Build Coastguard Worker return false;
46*8975f5c5SAndroid Build Coastguard Worker }
47*8975f5c5SAndroid Build Coastguard Worker
48*8975f5c5SAndroid Build Coastguard Worker // Get the attribute locations
49*8975f5c5SAndroid Build Coastguard Worker mPositionLoc = glGetAttribLocation(mProgram, "a_position");
50*8975f5c5SAndroid Build Coastguard Worker
51*8975f5c5SAndroid Build Coastguard Worker // Get the sampler location
52*8975f5c5SAndroid Build Coastguard Worker mColorLoc = glGetUniformLocation(mProgram, "u_color");
53*8975f5c5SAndroid Build Coastguard Worker
54*8975f5c5SAndroid Build Coastguard Worker // Set the clear color
55*8975f5c5SAndroid Build Coastguard Worker glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
56*8975f5c5SAndroid Build Coastguard Worker
57*8975f5c5SAndroid Build Coastguard Worker // Set the stencil clear value
58*8975f5c5SAndroid Build Coastguard Worker glClearStencil(0x01);
59*8975f5c5SAndroid Build Coastguard Worker
60*8975f5c5SAndroid Build Coastguard Worker // Set the depth clear value
61*8975f5c5SAndroid Build Coastguard Worker glClearDepthf(0.75f);
62*8975f5c5SAndroid Build Coastguard Worker
63*8975f5c5SAndroid Build Coastguard Worker // Enable the depth and stencil tests
64*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_DEPTH_TEST);
65*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_STENCIL_TEST);
66*8975f5c5SAndroid Build Coastguard Worker
67*8975f5c5SAndroid Build Coastguard Worker return true;
68*8975f5c5SAndroid Build Coastguard Worker }
69*8975f5c5SAndroid Build Coastguard Worker
destroy()70*8975f5c5SAndroid Build Coastguard Worker void destroy() override { glDeleteProgram(mProgram); }
71*8975f5c5SAndroid Build Coastguard Worker
draw()72*8975f5c5SAndroid Build Coastguard Worker void draw() override
73*8975f5c5SAndroid Build Coastguard Worker {
74*8975f5c5SAndroid Build Coastguard Worker GLfloat vertices[] = {
75*8975f5c5SAndroid Build Coastguard Worker -0.75f, 0.25f, 0.50f, // Quad #0
76*8975f5c5SAndroid Build Coastguard Worker -0.25f, 0.25f, 0.50f, -0.25f, 0.75f, 0.50f, -0.75f, 0.75f, 0.50f,
77*8975f5c5SAndroid Build Coastguard Worker 0.25f, 0.25f, 0.90f, // Quad #1
78*8975f5c5SAndroid Build Coastguard Worker 0.75f, 0.25f, 0.90f, 0.75f, 0.75f, 0.90f, 0.25f, 0.75f, 0.90f,
79*8975f5c5SAndroid Build Coastguard Worker -0.75f, -0.75f, 0.50f, // Quad #2
80*8975f5c5SAndroid Build Coastguard Worker -0.25f, -0.75f, 0.50f, -0.25f, -0.25f, 0.50f, -0.75f, -0.25f, 0.50f,
81*8975f5c5SAndroid Build Coastguard Worker 0.25f, -0.75f, 0.50f, // Quad #3
82*8975f5c5SAndroid Build Coastguard Worker 0.75f, -0.75f, 0.50f, 0.75f, -0.25f, 0.50f, 0.25f, -0.25f, 0.50f,
83*8975f5c5SAndroid Build Coastguard Worker -1.00f, -1.00f, 0.00f, // Big Quad
84*8975f5c5SAndroid Build Coastguard Worker 1.00f, -1.00f, 0.00f, 1.00f, 1.00f, 0.00f, -1.00f, 1.00f, 0.00f,
85*8975f5c5SAndroid Build Coastguard Worker };
86*8975f5c5SAndroid Build Coastguard Worker
87*8975f5c5SAndroid Build Coastguard Worker GLubyte indices[][6] = {
88*8975f5c5SAndroid Build Coastguard Worker {0, 1, 2, 0, 2, 3}, // Quad #0
89*8975f5c5SAndroid Build Coastguard Worker {4, 5, 6, 4, 6, 7}, // Quad #1
90*8975f5c5SAndroid Build Coastguard Worker {8, 9, 10, 8, 10, 11}, // Quad #2
91*8975f5c5SAndroid Build Coastguard Worker {12, 13, 14, 12, 14, 15}, // Quad #3
92*8975f5c5SAndroid Build Coastguard Worker {16, 17, 18, 16, 18, 19}, // Big Quad
93*8975f5c5SAndroid Build Coastguard Worker };
94*8975f5c5SAndroid Build Coastguard Worker
95*8975f5c5SAndroid Build Coastguard Worker static const size_t testCount = 4;
96*8975f5c5SAndroid Build Coastguard Worker GLfloat colors[testCount][4] = {
97*8975f5c5SAndroid Build Coastguard Worker {1.0f, 0.0f, 0.0f, 1.0f},
98*8975f5c5SAndroid Build Coastguard Worker {0.0f, 1.0f, 0.0f, 1.0f},
99*8975f5c5SAndroid Build Coastguard Worker {0.0f, 0.0f, 1.0f, 1.0f},
100*8975f5c5SAndroid Build Coastguard Worker {1.0f, 1.0f, 0.0f, 0.0f},
101*8975f5c5SAndroid Build Coastguard Worker };
102*8975f5c5SAndroid Build Coastguard Worker
103*8975f5c5SAndroid Build Coastguard Worker GLuint stencilValues[testCount] = {
104*8975f5c5SAndroid Build Coastguard Worker 0x7, // Result of test 0
105*8975f5c5SAndroid Build Coastguard Worker 0x0, // Result of test 1
106*8975f5c5SAndroid Build Coastguard Worker 0x2, // Result of test 2
107*8975f5c5SAndroid Build Coastguard Worker 0xff // Result of test 3. We need to fill this value in at run-time
108*8975f5c5SAndroid Build Coastguard Worker };
109*8975f5c5SAndroid Build Coastguard Worker
110*8975f5c5SAndroid Build Coastguard Worker // Set the viewport
111*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
112*8975f5c5SAndroid Build Coastguard Worker
113*8975f5c5SAndroid Build Coastguard Worker // Clear the color, depth, and stencil buffers. At this point, the stencil
114*8975f5c5SAndroid Build Coastguard Worker // buffer will be 0x1 for all pixels
115*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
116*8975f5c5SAndroid Build Coastguard Worker
117*8975f5c5SAndroid Build Coastguard Worker // Use the program object
118*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
119*8975f5c5SAndroid Build Coastguard Worker
120*8975f5c5SAndroid Build Coastguard Worker // Load the vertex data
121*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, vertices);
122*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mPositionLoc);
123*8975f5c5SAndroid Build Coastguard Worker
124*8975f5c5SAndroid Build Coastguard Worker // Test 0:
125*8975f5c5SAndroid Build Coastguard Worker //
126*8975f5c5SAndroid Build Coastguard Worker // Initialize upper-left region. In this case, the stencil-buffer values will
127*8975f5c5SAndroid Build Coastguard Worker // be replaced because the stencil test for the rendered pixels will fail the
128*8975f5c5SAndroid Build Coastguard Worker // stencil test, which is
129*8975f5c5SAndroid Build Coastguard Worker //
130*8975f5c5SAndroid Build Coastguard Worker // ref mask stencil mask
131*8975f5c5SAndroid Build Coastguard Worker // ( 0x7 & 0x3 ) < ( 0x1 & 0x7 )
132*8975f5c5SAndroid Build Coastguard Worker //
133*8975f5c5SAndroid Build Coastguard Worker // The value in the stencil buffer for these pixels will be 0x7.
134*8975f5c5SAndroid Build Coastguard Worker glStencilFunc(GL_LESS, 0x7, 0x3);
135*8975f5c5SAndroid Build Coastguard Worker glStencilOp(GL_REPLACE, GL_DECR, GL_DECR);
136*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[0]);
137*8975f5c5SAndroid Build Coastguard Worker
138*8975f5c5SAndroid Build Coastguard Worker // Test 1:
139*8975f5c5SAndroid Build Coastguard Worker //
140*8975f5c5SAndroid Build Coastguard Worker // Initialize the upper-right region. Here, we'll decrement the stencil-buffer
141*8975f5c5SAndroid Build Coastguard Worker // values where the stencil test passes but the depth test fails. The stencil test is
142*8975f5c5SAndroid Build Coastguard Worker //
143*8975f5c5SAndroid Build Coastguard Worker // ref mask stencil mask
144*8975f5c5SAndroid Build Coastguard Worker // ( 0x3 & 0x3 ) > ( 0x1 & 0x3 )
145*8975f5c5SAndroid Build Coastguard Worker //
146*8975f5c5SAndroid Build Coastguard Worker // but where the geometry fails the depth test. The stencil values for these pixels
147*8975f5c5SAndroid Build Coastguard Worker // will be 0x0.
148*8975f5c5SAndroid Build Coastguard Worker glStencilFunc(GL_GREATER, 0x3, 0x3);
149*8975f5c5SAndroid Build Coastguard Worker glStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
150*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[1]);
151*8975f5c5SAndroid Build Coastguard Worker
152*8975f5c5SAndroid Build Coastguard Worker // Test 2:
153*8975f5c5SAndroid Build Coastguard Worker //
154*8975f5c5SAndroid Build Coastguard Worker // Initialize the lower-left region. Here we'll increment (with saturation) the
155*8975f5c5SAndroid Build Coastguard Worker // stencil value where both the stencil and depth tests pass. The stencil test for
156*8975f5c5SAndroid Build Coastguard Worker // these pixels will be
157*8975f5c5SAndroid Build Coastguard Worker //
158*8975f5c5SAndroid Build Coastguard Worker // ref mask stencil mask
159*8975f5c5SAndroid Build Coastguard Worker // ( 0x1 & 0x3 ) == ( 0x1 & 0x3 )
160*8975f5c5SAndroid Build Coastguard Worker //
161*8975f5c5SAndroid Build Coastguard Worker // The stencil values for these pixels will be 0x2.
162*8975f5c5SAndroid Build Coastguard Worker glStencilFunc(GL_EQUAL, 0x1, 0x3);
163*8975f5c5SAndroid Build Coastguard Worker glStencilOp(GL_KEEP, GL_INCR, GL_INCR);
164*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[2]);
165*8975f5c5SAndroid Build Coastguard Worker
166*8975f5c5SAndroid Build Coastguard Worker // Test 3:
167*8975f5c5SAndroid Build Coastguard Worker //
168*8975f5c5SAndroid Build Coastguard Worker // Finally, initialize the lower-right region. We'll invert the stencil value
169*8975f5c5SAndroid Build Coastguard Worker // where the stencil tests fails. The stencil test for these pixels will be
170*8975f5c5SAndroid Build Coastguard Worker //
171*8975f5c5SAndroid Build Coastguard Worker // ref mask stencil mask
172*8975f5c5SAndroid Build Coastguard Worker // ( 0x2 & 0x1 ) == ( 0x1 & 0x1 )
173*8975f5c5SAndroid Build Coastguard Worker //
174*8975f5c5SAndroid Build Coastguard Worker // The stencil value here will be set to ~((2^s-1) & 0x1), (with the 0x1 being
175*8975f5c5SAndroid Build Coastguard Worker // from the stencil clear value), where 's' is the number of bits in the stencil
176*8975f5c5SAndroid Build Coastguard Worker // buffer
177*8975f5c5SAndroid Build Coastguard Worker glStencilFunc(GL_EQUAL, 0x2, 0x1);
178*8975f5c5SAndroid Build Coastguard Worker glStencilOp(GL_INVERT, GL_KEEP, GL_KEEP);
179*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[3]);
180*8975f5c5SAndroid Build Coastguard Worker
181*8975f5c5SAndroid Build Coastguard Worker // Since we don't know at compile time how many stencil bits are present, we'll
182*8975f5c5SAndroid Build Coastguard Worker // query, and update the value correct value in the stencilValues arrays for the
183*8975f5c5SAndroid Build Coastguard Worker // fourth tests. We'll use this value later in rendering.
184*8975f5c5SAndroid Build Coastguard Worker GLint stencilBitCount = 0;
185*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_STENCIL_BITS, &stencilBitCount);
186*8975f5c5SAndroid Build Coastguard Worker stencilValues[3] = ~(((1 << stencilBitCount) - 1) & 0x1) & 0xff;
187*8975f5c5SAndroid Build Coastguard Worker
188*8975f5c5SAndroid Build Coastguard Worker // Use the stencil buffer for controlling where rendering will occur. We disable
189*8975f5c5SAndroid Build Coastguard Worker // writing to the stencil buffer so we can test against them without modifying
190*8975f5c5SAndroid Build Coastguard Worker // the values we generated.
191*8975f5c5SAndroid Build Coastguard Worker glStencilMask(0x0);
192*8975f5c5SAndroid Build Coastguard Worker
193*8975f5c5SAndroid Build Coastguard Worker for (size_t i = 0; i < testCount; ++i)
194*8975f5c5SAndroid Build Coastguard Worker {
195*8975f5c5SAndroid Build Coastguard Worker glStencilFunc(GL_EQUAL, stencilValues[i], 0xff);
196*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(mColorLoc, 1, colors[i]);
197*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[4]);
198*8975f5c5SAndroid Build Coastguard Worker }
199*8975f5c5SAndroid Build Coastguard Worker
200*8975f5c5SAndroid Build Coastguard Worker // Reset the stencil mask
201*8975f5c5SAndroid Build Coastguard Worker glStencilMask(0xFF);
202*8975f5c5SAndroid Build Coastguard Worker }
203*8975f5c5SAndroid Build Coastguard Worker
204*8975f5c5SAndroid Build Coastguard Worker private:
205*8975f5c5SAndroid Build Coastguard Worker // Handle to a program object
206*8975f5c5SAndroid Build Coastguard Worker GLuint mProgram;
207*8975f5c5SAndroid Build Coastguard Worker
208*8975f5c5SAndroid Build Coastguard Worker // Attribute locations
209*8975f5c5SAndroid Build Coastguard Worker GLint mPositionLoc;
210*8975f5c5SAndroid Build Coastguard Worker
211*8975f5c5SAndroid Build Coastguard Worker // Uniform locations
212*8975f5c5SAndroid Build Coastguard Worker GLint mColorLoc;
213*8975f5c5SAndroid Build Coastguard Worker };
214*8975f5c5SAndroid Build Coastguard Worker
main(int argc,char ** argv)215*8975f5c5SAndroid Build Coastguard Worker int main(int argc, char **argv)
216*8975f5c5SAndroid Build Coastguard Worker {
217*8975f5c5SAndroid Build Coastguard Worker StencilOperationsSample app(argc, argv);
218*8975f5c5SAndroid Build Coastguard Worker return app.run();
219*8975f5c5SAndroid Build Coastguard Worker }
220