Hash :
a20af6d7
Author :
Date :
2017-09-18T13:32:29
Use C++11 raw string literals instead of SHADER_SOURCE macro This is better in many ways: 1. It doesn't confuse clang format 2. \n doesn't need to be included after preprocessor directives like the version directive. 3. It's using built-in functionality instead of something custom. Raw string literals should be the preferred way to include shader source in C++ files going forward. BUG=angleproject:2157 TEST=angle_end2end_tests Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f Reviewed-on: https://chromium-review.googlesource.com/671046 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238
//
// 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 "shader_utils.h"
class StencilOperationsSample : public SampleApplication
{
public:
StencilOperationsSample()
: SampleApplication("StencilOperations", 1280, 720)
{
}
virtual bool initialize()
{
const std::string vs =
R"(attribute vec4 a_position;
void main()
{
gl_Position = a_position;
})";
const std::string fs =
R"(precision mediump float;
uniform vec4 u_color;
void main()
{
gl_FragColor = u_color;
})";
mProgram = CompileProgram(vs, fs);
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;
}
virtual void destroy()
{
glDeleteProgram(mProgram);
}
virtual void draw()
{
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;
return app.run();
}