| Index: third_party/gles2_book/Chapter_11/Stencil_Test/Stencil_Test.c
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| diff --git a/third_party/gles2_book/Chapter_11/Stencil_Test/Stencil_Test.c b/third_party/gles2_book/Chapter_11/Stencil_Test/Stencil_Test.c
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| deleted file mode 100644
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| index 1c899d0fcc7665e24fd344dbb7b1e53aa49de8f4..0000000000000000000000000000000000000000
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| --- a/third_party/gles2_book/Chapter_11/Stencil_Test/Stencil_Test.c
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| +++ /dev/null
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| @@ -1,243 +0,0 @@
|
| -//
|
| -// 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
|
| -//
|
| -
|
| -// Stencil_Test.c
|
| -//
|
| -// This example shows various stencil buffer
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| -// operations.
|
| -//
|
| -#include <stdlib.h>
|
| -#include "Stencil_Test.h"
|
| -
|
| -///
|
| -// Initialize the shader and program object
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| -//
|
| -int stInit ( ESContext *esContext )
|
| -{
|
| - STUserData *userData = esContext->userData;
|
| - GLbyte vShaderStr[] =
|
| - "attribute vec4 a_position; \n"
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| - "void main() \n"
|
| - "{ \n"
|
| - " gl_Position = a_position; \n"
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| - "} \n";
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| -
|
| - GLbyte fShaderStr[] =
|
| - "precision mediump float; \n"
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| - "uniform vec4 u_color; \n"
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| - "void main() \n"
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| - "{ \n"
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| - " gl_FragColor = u_color; \n"
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| - "} \n";
|
| -
|
| - GLfloat vVertices[] = {
|
| - -0.75f, 0.25f, 0.50f, // Quad #0
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| - -0.25f, 0.25f, 0.50f,
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| - -0.25f, 0.75f, 0.50f,
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| - -0.75f, 0.75f, 0.50f,
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| - 0.25f, 0.25f, 0.50f, // Quad #1
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| - 0.75f, 0.25f, 0.50f,
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| - 0.75f, 0.75f, 0.50f,
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| - 0.25f, 0.75f, 0.50f,
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| - -0.75f, -0.75f, 0.50f, // Quad #2
|
| - -0.25f, -0.75f, 0.50f,
|
| - -0.25f, -0.25f, 0.50f,
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| - -0.75f, -0.25f, 0.50f,
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| - 0.25f, -0.75f, 0.50f, // Quad #3
|
| - 0.75f, -0.75f, 0.50f,
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| - 0.75f, -0.25f, 0.50f,
|
| - 0.25f, -0.25f, 0.50f,
|
| - -1.00f, -1.00f, 0.00f, // Big Quad
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| - 1.00f, -1.00f, 0.00f,
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| - 1.00f, 1.00f, 0.00f,
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| - -1.00f, 1.00f, 0.00f
|
| - };
|
| -
|
| - GLubyte indices[] = {
|
| - 0, 1, 2, 0, 2, 3, // Quad #0
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| - 4, 5, 6, 4, 6, 7, // Quad #1
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| - 8, 9, 10, 8, 10, 11, // Quad #2
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| - 12, 13, 14, 12, 14, 15, // Quad #3
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| - 16, 17, 18, 16, 18, 19 // Big Quad
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| - };
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| -
|
| - // Load the shaders and get a linked program object
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| - userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
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| -
|
| - // Get the attribute locations
|
| - userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
|
| -
|
| - // Get the sampler location
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| - userData->colorLoc = glGetUniformLocation ( userData->programObject, "u_color" );
|
| -
|
| - // Load vertex data
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| - glGenBuffers ( 2, userData->vboIds );
|
| - glBindBuffer ( GL_ARRAY_BUFFER, userData->vboIds[0] );
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| - glBufferData ( GL_ARRAY_BUFFER, sizeof(vVertices),
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| - vVertices, GL_STATIC_DRAW );
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| - glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[1] );
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| - glBufferData ( GL_ELEMENT_ARRAY_BUFFER, sizeof(indices),
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| - indices, GL_STATIC_DRAW );
|
| -
|
| - // Set the clear color
|
| - glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
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| -
|
| - // Set the stencil clear value
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| - glClearStencil ( 0x1 );
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| -
|
| - // Set the depth clear value
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| - glClearDepthf( 0.75f );
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| -
|
| - // Enable the depth and stencil tests
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| - glEnable( GL_DEPTH_TEST );
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| - glEnable( GL_STENCIL_TEST );
|
| -
|
| - return TRUE;
|
| -}
|
| -
|
| -///
|
| -// Initialize the stencil buffer values, and then use those
|
| -// values to control rendering
|
| -//
|
| -void stDraw ( ESContext *esContext )
|
| -{
|
| - int i;
|
| - GLubyte *offset = NULL;
|
| -
|
| - STUserData *userData = esContext->userData;
|
| -
|
| -#define NumTests 4
|
| - GLfloat colors[NumTests][4] = {
|
| - { 1.0f, 0.0f, 0.0f, 1.0f },
|
| - { 0.0f, 1.0f, 0.0f, 1.0f },
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| - { 0.0f, 0.0f, 1.0f, 1.0f },
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| - { 1.0f, 1.0f, 0.0f, 1.0f }
|
| - };
|
| -
|
| - GLuint stencilValues[NumTests] = {
|
| - 0x7, // Result of test 0
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| - 0x0, // Result of test 1
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| - 0x2, // Result of test 2
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| - 0xfe // Result of test 3
|
| - };
|
| -
|
| - // Set the viewport
|
| - glViewport ( 0, 0, esContext->width, esContext->height );
|
| -
|
| - // 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 ( userData->programObject );
|
| -
|
| - // Load the vertex position
|
| - glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
|
| - GL_FALSE, 0, 0 );
|
| -
|
| - glEnableVertexAttribArray ( userData->positionLoc );
|
| -
|
| - // 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
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| - // ( 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, offset );
|
| -
|
| - // 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 );
|
| - offset += 6;
|
| - glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, offset );
|
| -
|
| - // 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 );
|
| - offset += 6;
|
| - glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, offset );
|
| -
|
| - // 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 );
|
| - offset += 6;
|
| - glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, offset );
|
| -
|
| - // Use the stencil buffer for controlling where rendering will
|
| - // occur. We diable writing to the stencil buffer so we
|
| - // can test against them without modifying the values we
|
| - // generated.
|
| - glStencilMask( 0x0 );
|
| - offset += 6;
|
| - for ( i = 0; i < NumTests; ++i )
|
| - {
|
| - glStencilFunc( GL_EQUAL, stencilValues[i], 0xff );
|
| - glUniform4fv( userData->colorLoc, 1, colors[i] );
|
| - glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, offset );
|
| - }
|
| - glStencilMask( 0xff );
|
| -}
|
| -
|
| -///
|
| -// Cleanup
|
| -//
|
| -void stShutDown ( ESContext *esContext )
|
| -{
|
| - STUserData *userData = esContext->userData;
|
| -
|
| - // Delete program object
|
| - glDeleteProgram ( userData->programObject );
|
| -
|
| - // Delete vertex buffer objects
|
| - glDeleteBuffers ( 2, userData->vboIds );
|
| -}
|
|
|