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