Edit

kc3-lang/angle/samples/stencil_operations

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2018-12-02 12:03:33
    Hash : 35cd7332
    Message : Refactor test shader style. This change enforces a lot more consistency. We pass const char * to the Compile functions instead of std::string. Also fixes the indentation of C++11 block comments to be more consistent. Bug: angleproject:2995 Change-Id: Id6e5ea94055d8cbd420df4ea2e81b2d96cb5ce78 Reviewed-on: https://chromium-review.googlesource.com/c/1357103 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • StencilOperations.cpp
  • //
    // Copyright (c) 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();
    }