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Side by Side Diff: third_party/gles_book_examples/Chapter_11/Stencil_Test/Stencil_Test.c

Issue 543002: Renamed gles_book_examples to gles2_book to make it shorter and more correct.... (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 10 years, 11 months ago
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1 //
2 // Book: OpenGL(R) ES 2.0 Programming Guide
3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
4 // ISBN-10: 0321502795
5 // ISBN-13: 9780321502797
6 // Publisher: Addison-Wesley Professional
7 // URLs: http://safari.informit.com/9780321563835
8 // http://www.opengles-book.com
9 //
10
11 // Stencil_Test.c
12 //
13 // This example shows various stencil buffer
14 // operations.
15 //
16 #include <stdlib.h>
17 #include "esUtil.h"
18
19 typedef struct
20 {
21 // Handle to a program object
22 GLuint programObject;
23
24 // Attribute locations
25 GLint positionLoc;
26
27 // Uniform locations
28 GLint colorLoc;
29
30 } UserData;
31
32 ///
33 // Initialize the shader and program object
34 //
35 int Init ( ESContext *esContext )
36 {
37 UserData *userData = esContext->userData;
38 GLbyte vShaderStr[] =
39 "attribute vec4 a_position; \n"
40 "void main() \n"
41 "{ \n"
42 " gl_Position = a_position; \n"
43 "} \n";
44
45 GLbyte fShaderStr[] =
46 "precision mediump float; \n"
47 "uniform vec4 u_color; \n"
48 "void main() \n"
49 "{ \n"
50 " gl_FragColor = u_color; \n"
51 "} \n";
52
53 // Load the shaders and get a linked program object
54 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
55
56 // Get the attribute locations
57 userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_pos ition" );
58
59 // Get the sampler location
60 userData->colorLoc = glGetUniformLocation ( userData->programObject, "u_color " );
61
62 // Set the clear color
63 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
64
65 // Set the stencil clear value
66 glClearStencil ( 0x1 );
67
68 // Set the depth clear value
69 glClearDepthf( 0.75f );
70
71 // Enable the depth and stencil tests
72 glEnable( GL_DEPTH_TEST );
73 glEnable( GL_STENCIL_TEST );
74
75 return TRUE;
76 }
77
78 ///
79 // Initialize the stencil buffer values, and then use those
80 // values to control rendering
81 //
82 void Draw ( ESContext *esContext )
83 {
84 int i;
85
86 UserData *userData = esContext->userData;
87
88 GLfloat vVertices[] = {
89 -0.75f, 0.25f, 0.50f, // Quad #0
90 -0.25f, 0.25f, 0.50f,
91 -0.25f, 0.75f, 0.50f,
92 -0.75f, 0.75f, 0.50f,
93 0.25f, 0.25f, 0.90f, // Quad #1
94 0.75f, 0.25f, 0.90f,
95 0.75f, 0.75f, 0.90f,
96 0.25f, 0.75f, 0.90f,
97 -0.75f, -0.75f, 0.50f, // Quad #2
98 -0.25f, -0.75f, 0.50f,
99 -0.25f, -0.25f, 0.50f,
100 -0.75f, -0.25f, 0.50f,
101 0.25f, -0.75f, 0.50f, // Quad #3
102 0.75f, -0.75f, 0.50f,
103 0.75f, -0.25f, 0.50f,
104 0.25f, -0.25f, 0.50f,
105 -1.00f, -1.00f, 0.00f, // Big Quad
106 1.00f, -1.00f, 0.00f,
107 1.00f, 1.00f, 0.00f,
108 -1.00f, 1.00f, 0.00f
109 };
110
111 GLubyte indices[][6] = {
112 { 0, 1, 2, 0, 2, 3 }, // Quad #0
113 { 4, 5, 6, 4, 6, 7 }, // Quad #1
114 { 8, 9, 10, 8, 10, 11 }, // Quad #2
115 { 12, 13, 14, 12, 14, 15 }, // Quad #3
116 { 16, 17, 18, 16, 18, 19 } // Big Quad
117 };
118
119 #define NumTests 4
120 GLfloat colors[NumTests][4] = {
121 { 1.0f, 0.0f, 0.0f, 1.0f },
122 { 0.0f, 1.0f, 0.0f, 1.0f },
123 { 0.0f, 0.0f, 1.0f, 1.0f },
124 { 1.0f, 1.0f, 0.0f, 0.0f }
125 };
126
127 GLint numStencilBits;
128 GLuint stencilValues[NumTests] = {
129 0x7, // Result of test 0
130 0x0, // Result of test 1
131 0x2, // Result of test 2
132 0xff // Result of test 3. We need to fill this
133 // value in a run-time
134 };
135
136 // Set the viewport
137 glViewport ( 0, 0, esContext->width, esContext->height );
138
139 // Clear the color, depth, and stencil buffers. At this
140 // point, the stencil buffer will be 0x1 for all pixels
141 glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ) ;
142
143 // Use the program object
144 glUseProgram ( userData->programObject );
145
146 // Load the vertex position
147 glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
148 GL_FALSE, 0, vVertices );
149
150 glEnableVertexAttribArray ( userData->positionLoc );
151
152 // Test 0:
153 //
154 // Initialize upper-left region. In this case, the
155 // stencil-buffer values will be replaced because the
156 // stencil test for the rendered pixels will fail the
157 // stencil test, which is
158 //
159 // ref mask stencil mask
160 // ( 0x7 & 0x3 ) < ( 0x1 & 0x7 )
161 //
162 // The value in the stencil buffer for these pixels will
163 // be 0x7.
164 //
165 glStencilFunc( GL_LESS, 0x7, 0x3 );
166 glStencilOp( GL_REPLACE, GL_DECR, GL_DECR );
167 glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[0] );
168
169 // Test 1:
170 //
171 // Initialize the upper-right region. Here, we'll decrement
172 // the stencil-buffer values where the stencil test passes
173 // but the depth test fails. The stencil test is
174 //
175 // ref mask stencil mask
176 // ( 0x3 & 0x3 ) > ( 0x1 & 0x3 )
177 //
178 // but where the geometry fails the depth test. The
179 // stencil values for these pixels will be 0x0.
180 //
181 glStencilFunc( GL_GREATER, 0x3, 0x3 );
182 glStencilOp( GL_KEEP, GL_DECR, GL_KEEP );
183 glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[1] );
184
185 // Test 2:
186 //
187 // Initialize the lower-left region. Here we'll increment
188 // (with saturation) the stencil value where both the
189 // stencil and depth tests pass. The stencil test for
190 // these pixels will be
191 //
192 // ref mask stencil mask
193 // ( 0x1 & 0x3 ) == ( 0x1 & 0x3 )
194 //
195 // The stencil values for these pixels will be 0x2.
196 //
197 glStencilFunc( GL_EQUAL, 0x1, 0x3 );
198 glStencilOp( GL_KEEP, GL_INCR, GL_INCR );
199 glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[2] );
200
201 // Test 3:
202 //
203 // Finally, initialize the lower-right region. We'll invert
204 // the stencil value where the stencil tests fails. The
205 // stencil test for these pixels will be
206 //
207 // ref mask stencil mask
208 // ( 0x2 & 0x1 ) == ( 0x1 & 0x1 )
209 //
210 // The stencil value here will be set to ~((2^s-1) & 0x1),
211 // (with the 0x1 being from the stencil clear value),
212 // where 's' is the number of bits in the stencil buffer
213 //
214 glStencilFunc( GL_EQUAL, 0x2, 0x1 );
215 glStencilOp( GL_INVERT, GL_KEEP, GL_KEEP );
216 glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[3] );
217
218 // Since we don't know at compile time how many stecil bits are present,
219 // we'll query, and update the value correct value in the
220 // stencilValues arrays for the fourth tests. We'll use this value
221 // later in rendering.
222 glGetIntegerv( GL_STENCIL_BITS, &numStencilBits );
223
224 stencilValues[3] = ~(((1 << numStencilBits) - 1) & 0x1) & 0xff;
225
226 // Use the stencil buffer for controlling where rendering will
227 // occur. We diable writing to the stencil buffer so we
228 // can test against them without modifying the values we
229 // generated.
230 glStencilMask( 0x0 );
231
232 for ( i = 0; i < NumTests; ++i )
233 {
234 glStencilFunc( GL_EQUAL, stencilValues[i], 0xff );
235 glUniform4fv( userData->colorLoc, 1, colors[i] );
236 glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[4] );
237 }
238
239 eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
240 }
241
242 ///
243 // Cleanup
244 //
245 void ShutDown ( ESContext *esContext )
246 {
247 UserData *userData = esContext->userData;
248
249 // Delete program object
250 glDeleteProgram ( userData->programObject );
251 }
252
253
254 int main ( int argc, char *argv[] )
255 {
256 ESContext esContext;
257 UserData userData;
258
259 esInitContext ( &esContext );
260 esContext.userData = &userData;
261
262 esCreateWindow ( &esContext, "Stencil Test", 320, 240,
263 ES_WINDOW_RGB | ES_WINDOW_DEPTH | ES_WINDOW_STENCIL );
264
265 if ( !Init ( &esContext ) )
266 return 0;
267
268 esRegisterDrawFunc ( &esContext, Draw );
269
270 esMainLoop ( &esContext );
271
272 ShutDown ( &esContext );
273 }
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