// // 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 // // Multisample.c // // This example shows various multi-sampling // operations. // #include #include #include "esUtil.h" typedef struct { // Handle to a program object GLuint programObject; // Attribute locations GLint positionLoc; // Uniform locations GLint colorLoc; } UserData; /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { UserData *userData = esContext->userData; GLbyte vShaderStr[] = "attribute vec4 a_position; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float; \n" "uniform vec4 u_color; \n" "void main() \n" "{ \n" " gl_FragColor = u_color; \n" "} \n"; // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); // Get the attribute locations userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); // Get the sampler location userData->colorLoc = glGetUniformLocation ( userData->programObject, "u_color" ); // Set the clear color glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); // Set the stencil clear value glClearStencil ( 0x1 ); // Set the depth clear value glClearDepthf( 0.75f ); // Enable the depth and stencil tests glEnable( GL_DEPTH_TEST ); glEnable( GL_STENCIL_TEST ); return TRUE; } /// // Initialize the stencil buffer values, and then use those // values to control rendering // void Draw ( ESContext *esContext ) { int i; UserData *userData = esContext->userData; GLfloat vVertices[] = { -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 }; #define NumTests 4 GLfloat colors[NumTests][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 } }; GLint numStencilBits; GLuint stencilValues[NumTests] = { 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 a run-time }; // 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, vVertices ); 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 // ( 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 stecil 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. glGetIntegerv( GL_STENCIL_BITS, &numStencilBits ); stencilValues[3] = ~(((1 << numStencilBits) - 1) & 0x1) & 0xff; // 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 ); 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, indices[4] ); } //eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); } /// // Cleanup // void ShutDown ( ESContext *esContext ) { UserData *userData = esContext->userData; // Delete program object glDeleteProgram ( userData->programObject ); } /// // Handle keyboard input // void Key ( ESContext *esContext, unsigned char key, int x, int y) { switch ( key ) { case 'm': printf( "Saw an 'm'\n" ); break; case 'a': printf( "Saw an 'a'\n" ); break; case '1': printf( "Saw a '1'\n" ); break; case 033: // ASCII Escape Key ShutDown( esContext ); exit( 0 ); break; } } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, "Multi-sampling", 320, 240, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esRegisterKeyFunc( &esContext, Key ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }