#include<GL/freeglut.h>
#include<math.h>
void init()
{
/*
color buffer,stencil buffer清除色, 使能模板測試
*/
glClearColor(1.0,0.0,0.0,1.0);
glShadeModel(GL_FLAT);
glClearStencil(0);
glEnable(GL_STENCIL_TEST);
}
void myReshape(GLsizei w, GLsizei h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-1.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
}
void myDisplay()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glLoadIdentity();
/*
glStencilFunc(GL_NEVER,0xff,0xff); 使得始終通不過模板測試,這樣只會寫模板緩衝區,繪製的東西不會落在顏色緩衝區
glStencilOp後的三個參數分別表示在模板測試失敗、模板測試通過,但深度測試未通過、模板測試盒深度測試均通過的情況下
GL_INCR_WRAP表示將模板緩衝值自增1,如果超過了最大值,則從0開始
*/
glStencilFunc(GL_NEVER,0xff,0xff);
glStencilOp(GL_INCR_WRAP,GL_INCR_WRAP,GL_INCR_WRAP);
GLdouble dRadius = 0.5;
glBegin(GL_LINE_LOOP);
for(double angle = 0.0; angle < 3.1415926 * 2; angle+= 0.001)
{
glVertex2d(dRadius * cos(angle), dRadius * sin(angle));
}
glEnd();
/*
如果最低位與1相與之後不等於1,則通過模板測試,此時顏色值被寫到最終的color buffer中
所以這種利用模板緩衝區的場景需要二遍繪製,才能達到最終的效果
*/
glStencilFunc(GL_NOTEQUAL,0x1,0x1);
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
glColor3f(0.0,1.0,1.0);
glRectf(-0.8f,-0.8f,0.8f,0.8f);
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_STENCIL);
glutInitWindowSize(400,400);
glutInitWindowPosition(200,200);
glutCreateWindow("stencil test");
init();
glutReshapeFunc(myReshape);
glutDisplayFunc(myDisplay);
glutMainLoop();
return 0;
}