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v1.59.5
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pf/stencil
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9c2fec6b9e |
@@ -1044,6 +1044,11 @@ void OpenGLContext::resetState() noexcept {
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);
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glDepthMask(state.raster.depthMask);
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glDepthFunc(state.raster.depthFunc);
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utils::slog.e << "stencil front=" <<
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state.stencil.front.func.func << " " <<
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state.stencil.front.func.ref << " " <<
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state.stencil.front.func.mask << " " << utils::io::endl;
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// state.stencil
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glStencilFuncSeparate(
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@@ -460,20 +460,20 @@ void OpenGLDriver::setStencilState(StencilState ss) noexcept {
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// stencil test / operation
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// GL_STENCIL_TEST must be enabled if we're testing OR writing to the stencil buffer.
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if (UTILS_LIKELY(
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ss.front.stencilFunc == StencilState::StencilFunction::A &&
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ss.back.stencilFunc == StencilState::StencilFunction::A &&
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ss.front.stencilOpDepthFail == StencilOperation::KEEP &&
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ss.back.stencilOpDepthFail == StencilOperation::KEEP &&
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ss.front.stencilOpStencilFail == StencilOperation::KEEP &&
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ss.back.stencilOpStencilFail == StencilOperation::KEEP &&
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ss.front.stencilOpDepthStencilPass == StencilOperation::KEEP &&
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ss.back.stencilOpDepthStencilPass == StencilOperation::KEEP)) {
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// that's equivalent to having the stencil test disabled
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gl.disable(GL_STENCIL_TEST);
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} else {
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// if (UTILS_LIKELY(
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// ss.front.stencilFunc == StencilState::StencilFunction::A &&
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// ss.back.stencilFunc == StencilState::StencilFunction::A &&
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// ss.front.stencilOpDepthFail == StencilOperation::KEEP &&
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// ss.back.stencilOpDepthFail == StencilOperation::KEEP &&
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// ss.front.stencilOpStencilFail == StencilOperation::KEEP &&
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// ss.back.stencilOpStencilFail == StencilOperation::KEEP &&
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// ss.front.stencilOpDepthStencilPass == StencilOperation::KEEP &&
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// ss.back.stencilOpDepthStencilPass == StencilOperation::KEEP) && false) {
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// // that's equivalent to having the stencil test disabled
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// gl.disable(GL_STENCIL_TEST);
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// } else {
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gl.enable(GL_STENCIL_TEST);
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}
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// }
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// glStencilFuncSeparate() also sets the reference value, which may be used depending
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// on the stencilOp, so we always need to call glStencilFuncSeparate().
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@@ -481,9 +481,9 @@ void OpenGLDriver::setStencilState(StencilState ss) noexcept {
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getStencilFunc(ss.front.stencilFunc), ss.front.ref, ss.front.readMask,
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getStencilFunc(ss.back.stencilFunc), ss.back.ref, ss.back.readMask);
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if (UTILS_LIKELY(!ss.stencilWrite)) {
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gl.stencilMaskSeparate(0x00, 0x00);
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} else {
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// if (UTILS_LIKELY(!ss.stencilWrite)) {
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// gl.stencilMaskSeparate(0x00, 0x00);
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// } else {
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// Stencil ops are only relevant when stencil write is enabled
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gl.stencilOpSeparate(
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getStencilOp(ss.front.stencilOpStencilFail),
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@@ -493,7 +493,7 @@ void OpenGLDriver::setStencilState(StencilState ss) noexcept {
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getStencilOp(ss.back.stencilOpDepthFail),
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getStencilOp(ss.back.stencilOpDepthStencilPass));
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gl.stencilMaskSeparate(ss.front.writeMask, ss.back.writeMask);
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}
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// }
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}
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// ------------------------------------------------------------------------------------------------
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@@ -20,6 +20,7 @@
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#include <filament/Material.h>
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#include <filament/MaterialInstance.h>
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#include <filament/RenderableManager.h>
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#include <filament/Renderer.h>
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#include <filament/Scene.h>
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#include <filament/Skybox.h>
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#include <filament/TransformManager.h>
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@@ -46,23 +47,33 @@ using utils::EntityManager;
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struct App {
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Config config;
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VertexBuffer* vb;
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VertexBuffer* vb2;
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IndexBuffer* ib;
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Material* mat;
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Camera* cam;
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Entity camera;
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Skybox* skybox;
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Entity renderable;
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Entity r2;
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};
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struct Vertex {
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filament::math::float2 position;
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filament::math::float3 position;
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uint32_t color;
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};
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float const z = 5;
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static const Vertex TRIANGLE_VERTICES[3] = {
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{{1, 0}, 0xffff0000u},
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{{cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ff00u},
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{{cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff0000ffu},
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{{1, 0, z}, 0xffff0000u},
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{{cos(M_PI * 2 / 3), sin(M_PI * 2 / 3), z}, 0xff00ff00u},
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{{cos(M_PI * 4 / 3), sin(M_PI * 4 / 3), z}, 0xff0000ffu},
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};
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static Vertex T2[3] = {
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TRIANGLE_VERTICES[0],
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TRIANGLE_VERTICES[1],
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TRIANGLE_VERTICES[2],
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};
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static constexpr uint16_t TRIANGLE_INDICES[3] = { 0, 1, 2 };
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@@ -120,25 +131,39 @@ static int handleCommandLineArguments(int argc, char* argv[], App* app) {
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}
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int main(int argc, char** argv) {
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T2[0].position.z = z - 10;
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T2[1].position.z = z - 10;
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T2[2].position.z = z - 10;
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T2[0].color = 0xFF0000FF;
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T2[1].color = 0xFF0000FF;
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T2[2].color = 0xFF0000FF;
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App app{};
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app.config.title = "hellotriangle";
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app.config.featureLevel = backend::FeatureLevel::FEATURE_LEVEL_0;
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handleCommandLineArguments(argc, argv, &app);
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auto setup = [&app](Engine* engine, View* view, Scene* scene) {
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app.skybox = Skybox::Builder().color({0.1, 0.125, 0.25, 1.0}).build(*engine);
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scene->setSkybox(app.skybox);
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view->setPostProcessingEnabled(false);
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static_assert(sizeof(Vertex) == 12, "Strange vertex size.");
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app.vb = VertexBuffer::Builder()
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view->setStencilBufferEnabled(true);
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// app.skybox = Skybox::Builder().color({0.1, 0.125, 0.25, 1.0}).build(*engine);
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// scene->setSkybox(app.skybox);
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static_assert(sizeof(Vertex) == 16, "Strange vertex size.");
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auto builder = VertexBuffer::Builder()
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.vertexCount(3)
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.bufferCount(1)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 12)
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.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 12)
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.normalized(VertexAttribute::COLOR)
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.build(*engine);
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3, 0, 16)
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.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 12, 16)
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.normalized(VertexAttribute::COLOR);
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app.vb = builder.build(*engine);
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app.vb2 = builder.build(*engine);
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app.vb->setBufferAt(*engine, 0,
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VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 36, nullptr));
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VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 48, nullptr));
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app.vb2->setBufferAt(*engine, 0,
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VertexBuffer::BufferDescriptor(T2, 48, nullptr));
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app.ib = IndexBuffer::Builder()
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.indexCount(3)
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.bufferType(IndexBuffer::IndexType::USHORT)
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@@ -149,22 +174,67 @@ int main(int argc, char** argv) {
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.package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE)
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.build(*engine);
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app.renderable = EntityManager::get().create();
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app.r2 = EntityManager::get().create();
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auto inst1 = app.mat->createInstance();
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inst1->setDepthWrite(false);
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inst1->setDepthFunc(MaterialInstance::DepthFunc::A);
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inst1->setDepthCulling(false);
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inst1->setStencilWrite(true);
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inst1->setStencilCompareFunction(MaterialInstance::StencilCompareFunc::E);
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inst1->setStencilOpDepthStencilPass(MaterialInstance::StencilOperation::REPLACE);
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inst1->setStencilReferenceValue(6);
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auto inst2 = app.mat->createInstance();
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inst2->setDepthWrite(false);
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inst2->setDepthFunc(MaterialInstance::DepthFunc::A);
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inst2->setDepthCulling(false);
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inst2->setStencilWrite(true);
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inst2->setStencilCompareFunction(MaterialInstance::StencilCompareFunc::L);
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inst2->setStencilOpDepthStencilPass(MaterialInstance::StencilOperation::REPLACE);
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inst2->setStencilReferenceValue(6);
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auto& renderableMan = engine->getRenderableManager();
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RenderableManager::Builder(1)
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.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
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.material(0, app.mat->getDefaultInstance())
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.material(0, inst1)
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.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 3)
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.culling(false)
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.receiveShadows(false)
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.castShadows(false)
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.build(*engine, app.renderable);
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RenderableManager::Builder(1)
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.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
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.material(0, inst2)
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.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb2, app.ib, 0, 3)
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.culling(false)
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.receiveShadows(false)
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.castShadows(false)
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.build(*engine, app.r2);
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scene->addEntity(app.renderable);
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auto r1inst = renderableMan.getInstance(app.renderable);
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renderableMan.setPriority(r1inst, 7);
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scene->addEntity(app.r2);
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auto r2inst = renderableMan.getInstance(app.r2);
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renderableMan.setPriority(r2inst, 6);
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app.camera = utils::EntityManager::get().create();
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app.cam = engine->createCamera(app.camera);
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view->setCamera(app.cam);
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};
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auto cleanup = [&app](Engine* engine, View*, Scene*) {
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engine->destroy(app.skybox);
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// engine->destroy(app.skybox);
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engine->destroy(app.renderable);
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engine->destroy(app.mat);
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engine->destroy(app.vb);
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@@ -174,19 +244,24 @@ int main(int argc, char** argv) {
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};
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FilamentApp::get().animate([&app](Engine* engine, View* view, double now) {
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constexpr float ZOOM = 1.5f;
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constexpr float ZOOM = 1.5;
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const uint32_t w = view->getViewport().width;
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const uint32_t h = view->getViewport().height;
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const float aspect = (float) w / h;
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app.cam->setProjection(Camera::Projection::ORTHO,
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-aspect * ZOOM, aspect * ZOOM,
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-ZOOM, ZOOM, 0, 1);
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-ZOOM, ZOOM, -100, 100);
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auto& tcm = engine->getTransformManager();
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tcm.setTransform(tcm.getInstance(app.renderable),
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filament::math::mat4f::rotation(now, filament::math::float3{ 0, 0, 1 }));
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});
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FilamentApp::get().run(app.config, setup, cleanup);
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auto preRender = [](Engine*, View* view, Scene*, Renderer* renderer) {
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renderer->setClearOptions({ .clearStencil = 0u, .clear = true, });
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};
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FilamentApp::get().run(app.config, setup, cleanup, {}, preRender);
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return 0;
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}
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