I'm currently working on an OpenGL project in Android. Right now, I'm trying to create a "clip" for items to be confined to when drawing, using the stencil buffer. My problem is that I would like to be able to create a clip shape, and then "remove" portions of that clipped shape later on (much like in an Android Canvas calling clipPath() with Region.Op.UNION and then another clipPath() call with Region.Op.DIFFERENCE)
Basically, my intention is to only draw to portions of the screen with a stencil buffer bit of value 1. Therefore, as I understand it, I should be able to draw to the stencil buffer with different glStencilOp functions that will allow me to draw with 1's in some areas, and then perhaps replace them later on with the default 0 in portions of those areas.
As an example test, I tried to clip a "doughnut" on the screen, using something like this (Note: I am using the ShapeRenderer from the LibGDX open source project to draw shapes):
// Beginning LibGDX shapeRenderer.
shapeRenderer.begin(ShapeType.FILLED);
gl20.glClear(GL20.GL_STENCIL_BUFFER_BIT); // Clear stencil buffer.
gl20.glEnable(GL20.GL_STENCIL_TEST); // Enable stencil test.
gl20.glColorMask(false, false, false, false); // Disable color drawing.
gl20.glStencilMask(0xFF); // Set 0xFF as stencil mask.
// Have stencil test always fail, replace drawn stencil bits with 1.
gl20.glStencilFunc(GL20.GL_NEVER, 1, 0xFF);
gl20.glStencilOp(GL20.GL_REPLACE, GL20.GL_KEEP,GL20.GL_KEEP);
/* Draw outer circle, libGDX call. 600px radius. */
shapeRenderer.circle(screenRect.width() / 2, screenRect.height() / 2, 600);
// Now, replace newly drawn stencil bits with 0.
gl20.glStencilOp(GL20.GL_ZERO, GL20.GL_KEEP, GL20.GL_KEEP);
/* Draw inner circle, libGDX call. 200px radius. */
shapeRenderer.circle(screenRect.width() / 2, screenRect.height() / 2, 200);
// Re-enable color drawing.
gl20.glColorMask(true, true, true, true);
// Now, items drawn will be confined to areas with '1' stencil bit.
gl20.glStencilFunc(GL20.GL_EQUAL, 1, 0xFF);
gl20.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_KEEP);
gl20.glStencilMask(0x00);
/* Draw a filled, colored rectangle to the entire screen. */
shapeRenderer.setColor(Color.RED);
shapeRenderer.drawRect(screenRect);
shapeRenderer.end();
Now, as I understand it, this should result in a colored 'doughnut' drawn to the screen; However, as the code is written above, nothing is drawn to the screen.
However, if I only clip the outer circle (and not try to get rid of the inner circle with the "gl20.glStencilOp(GL20.GL_ZERO, GL20.GL_KEEP, GL20.GL_KEEP)" call and subsequent inner circle drawing, a circle the size of the intended outer circle draws on the screen.
I've looked through the documentation that I could find, and everything that I've read so far indicates that this should work. Is there something that I'm missing here? Any help is greatly appreciated.
I've found the problem; I was drawing the two circles in between one begin() and end() call in the ShapeRenderer. Therefore, both circles were being drawn at the time of the end() call. This means that the shapes weren't even drawing to the stencil buffer, seeing as I was calling these functions before the end() call:
// Now, items drawn will be confined to areas with '1' stencil bit.
gl20.glStencilFunc(GL20.GL_EQUAL, 1, 0xFF);
gl20.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_KEEP);
gl20.glStencilMask(0x00);
If I make sure that I use a begin() call before and end() call after each shape being drawn, it will draw at the expected time, therefore making sure that it is drawing the expected values to the stencil buffer.
The logic looks OK - what geometry are you drawing?
At a guess, based on the fact that you see the outer circle rendered on screen when you don't render the inner one, it looks like you are using the outer circle geometry in both cases (so you set all the stencil values, then clear all of them, so nothing has a stencil value of 1 when you come to blit the rectangle).
I implemented your solution in WebGL and it works fine (try it out):
http://ezekiel.vancouver.wsu.edu/~cs442/stackoverflow/stencil.html
Here is how I am mimicking your code:
gl.enable(gl.STENCIL_TEST);
gl.colorMask(false, false, false, false);
gl.stencilMask(0xFF);
gl.stencilFunc(gl.NEVER, 1, 0xFF);
gl.stencilOp(gl.REPLACE, gl.KEEP, gl.KEEP);
fillCircle(1); // radius of 1 maps to canvas width
gl.stencilOp(gl.ZERO, gl.KEEP, gl.KEEP);
fillCircle(0.333);
gl.colorMask(true, true, true, true);
gl.stencilFunc(gl.EQUAL, 1, 0xFF);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
gl.stencilMask(0x00);
gl.uniform3fv(program.color, [1, 0, 0]);
fillCircle(3); // fill whole canvas width red
You'll see you get exactly what you wanted.
Related
How to draw a circular line circle like this image?
How to achieve or any suggestions?
Not essential, but I'd like to draw it on Android.
You can draw this by simply drawing colored rectangles. Either create a method to draw a rect and call it for each of the rectangles or create a buffer holding all the vertex data and call it once.
For the first procedure the easiest way is using matrices. Assume you are drawing a rectangle at angle of height and width with some inner circle radius. Now all you need is a single rect vertex buffer as:
{
0.0, -0.5,
0.0, 0.5,
1.0, -0.5,
1.0, 0.5
}
This represents a 1x1 cube which is positioned perfectly to draw a line. Now to use matrices we want to identity which would draw the line in the center of your screen. Then rotate it to whatever angle you need, then move it forward so it is outside of the inner circle and in the end scale it to whatever size you need:
Matrix4x4 matrix = Matrix4x4.identity // Start with identity
matrix = matrix.rotate(angle, 0, 0, 1) // Rotate around Z
matrix = matrix.translate(radius, 0, 0) // Translate it forward, this is not a bug
matrix = matrix.scale(height, width, 1.0) // Scale it
This should be it. Now if you want to add some performance on drawing you should have a single draw call so you create a single buffer. You may still use exactly the same procedure but transform original vertex data by a target matrix on CPU and then pack the result into array.
I am not sure from your image if the bottom (inner) part of lines needs to be circular. To achieve this the easiest way would be to draw to alpha mask first and then use it in blending. To achieve this you need to clear color to (1,1,1,1). Then draw a circle only on alpha channel using color mask (FALSE, FALSE, FALSE, TRUE) and blending (ONE, ONE) then using a any transparent color like (0,0,0,0). This will make your background completely white but there will be a circle in the middle with zero alpha. So now reset back to default mask settings using (TRUE, TRUE, TRUE, TRUE) and start drawing your rectangles with blending (DST_ALPHA, ONSE_MINUS_DST_ALPHA). This should cut your rectangles nicely to show a correct circle in the middle.
Some more robust procedures exist for the same thing like drawing to stencil buffer instead of alpha channel.
There is a need to mask or crop part of a 3D model in Libgdx by another model. Assuming the attached images, there are two boxes which I need to crop green box with red one on-the-fly (if the camera view changes the specific part should be cropped as well) and the result should be like the other image.Any help or suggestion would be appreciated.
I applied the depth buffer to mask my 3D model and it works fine. Here is my snippet code.
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
Gdx.gl.glClearDepthf(1f);
Gdx.gl.glClear(GL20.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glDepthFunc(GL20.GL_LESS);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glDepthMask(true);
Gdx.gl.glColorMask(false, false, false, false);
//the mask model
modelBatch.begin(cam);
modelBatch.render(redBox);
modelBatch.end();
// the model which is masked
modelBatch.begin(cam);
Gdx.gl.glColorMask(true, true, true, true);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glDepthFunc(GL20.GL_EQUAL);
modelBatch.render(greenBox);
modelBatch.end();
And special thanks to Matt DesLauriers.
I don't know the libgdx but using the Stencil buffer (if supported) could be a help. It's additional buffer that allows you to mark specific pixels with an integer value, then during the main rendering you can setup some stencil tests to decide which pixels should be discarded.
In short:
Clean Stencil buffer to 0
Draw red object only in stencil buffer, with value e.g. 1
Set stencil test to 'is zero'
Draw green object normally
This way you draw green box as usual, but ignore pixels for which stencil != 0, which means all occluded by a red box.
I am working with OpenGL-ES 3.0 in Android.
To simplify my issue, I am going to describe a scenario very similar to mine. Let's say that I have a sphere centered at the origin. Let's also say that I have another sphere centered at the origin, with a larger radius. Finally, let's say that I have a cylinder, and the center of the top face of the cylinder is lying on the origin. The cylinder intersects the two spheres. A picture of the scenario is below:
This is my initial setup:
I would like to only draw the section in between the two spheres, as shown below:
However, in my application, the smaller of the two spheres isn't visible (though it exists). It is completely transparent. Thus, the final end product I would like would look something like this:
Now, one more piece of information: as I mentioned earlier, this is a simplification of my current scenario. Instead of spheres, I have far more complex objects (not simple primitive shapes). Thus, approaching this from a mathematical perspective (such as only drawing the portion of the cylinder that is greater than the smaller sphere's radius and less than the larger sphere's radius) is not going to work. I need to approach this somehow from a programming perspective (but given my limited knowledge of OpenGL, I can only think of Depth Testing and Blending as viable options)
You can probably do this using a stencil buffer.
I haven't compiled this code and it will need modifying, but this is the general idea:
glDisable( GL_STENCIL_TEST );
<Render rest of scene (everything other than the spheres and cylinder)>
// Render the larger sphere into the stencil buffer, setting stencil bits to 1
glEnable( GL_STENCIL_TEST );
glClear( GL_STENCIL_BUFFER_BIT );
glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); // Don't render into the color buffer
glDepthMask( GL_FALSE ); // Don't render into the depth buffer
glStencilMask( 0xff ); // Enable writing to stencil buffer
glStencilFunc( GL_ALWAYS, 1, 0xff ); // Write 1s into stencil buffer
glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ); // Overwrite for every fragment that passes depth test (and stencil <- GL_ALWAYS)
<Render big sphere>
// Render the smaller sphere into the stencil buffer, setting stencil bits to 0 (it carves out the big sphere)
glStencilFunc( GL_ALWAYS, 0, 0xff ); // Write 0s into stencil buffer
<Render small sphere>
// Render the cylinder into the color buffer, only where the stencil bits are 1
glStencilMask( 0 ); // Don't need to write to stencil buffer
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); // Render into the color buffer
glStencilFunc( GL_EQUAL, 1, 0xff ); // Only render where there are 1s in the stencil buffer
<Render cylinder>
glDisable( GL_STENCIL_TEST );
// Now render the translucent big sphere using alpha blending
<Render big sphere>
What you are describing is Constructive Solid Geometry, but with the added complexity of using meshes as one of the primitive types.
Event with only mathematically simple primitives, it is very hard to implement CSG purely in the OpenGL pipeline because you would need to find a way to represent the scene graph in a way that the shaders can understand and efficiently parse. Once you add in meshes, it's basically impossible because the vertex and fragment shaders won't have easy access to the mesh geometry.
You might be able approximate it by executing a draw call for every item in the CGS graph and with clever manipulation of stencil and depth buffers, but you would probably still end up with lots of edge cases that didn't render properly.
I'm trying to display a geographically complex, semi-transparent (e.g. alpha = 0.5) object (terrain). When I render this object, the hidden front-faces of this object will also be drawn (like a hill that actually lies behind another one).
I would like to see other objects behind my "terrain" object, but don't want to see the hidden faces of my terrain (the second hill). So actually set the transparency for the "whole" object, not for single faces.
Q: How could I achieve to hide the "hidden" front-faces of a semi-transparent object?
I'm setting the transparency in the vertex shader by multiplying the color vector with the desired transparency:
fColor = vec4(vColor, 1.0);
fColor *= 0.5;
// fColor goes to fragment shader
GL_DEPTH_TEST is activated with GL_LEQUAL as depth function.
GL_BLEND is activated with GL_ONE, GL_ONE_MINUS_SRC_ALPHA as blending functions.
I tried to deactivate the depth buffer by GLES20.glDepthMask(false); before drawing, but this doesn't make any difference.
Probably I don't get the idea for the right depth buffer settings or the blending functions.
Well, I think I got it now:
Actually I can resign on blending at all. With the depth test switched on only the foreground fragments are visible (the front hill of my terrain). With the multiplication in the vertex shader the fragment shader will draw these visible fragments with desired transparency (the terrain as a whole becomes semi-transparent).
So, depth test on, blending off, color multiplication in vertex shader.
I am trying to implement fireworks with point sprites and then drawing trails by rendering the fireworks to two different textures, and then drawing them back to each other every second time with alpha set to < 1, making each previous draw fade away more and more.
It looks nice and depending on what alpha I use when drawing the previously rendered texture the trails gets longer or shorter, as expected. However, on most devices (not all) the trails never disappear completely. They leave a very transparent but still noticable trail after they should have faded away.
This is what I do currently:
depending on a boolean called second I set the framebuffer to render to one of two textures called buff1 and buff2.
((GL11ExtensionPack)gl).glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, myFBO.get(0));
if (second){
((GL11ExtensionPack)gl).glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, buff2.texture.textureId, 0);
} else {
((GL11ExtensionPack)gl).glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, buff1.texture.textureId, 0);
}
gl.glViewport(0, 0, bufferSize, bufferSize);
gl.glClearColor(0, 0, 0, 0);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
Then I render the previously drawn texture on the current one, using a alpha value < 1. The buff object is just a helper drawing a quad with a texture. The draw function premultiplies the alpha to the other color channels.
// a = alpha, higher value = longer trails = more distinct leftovers
if (second){
buff1.setColor(1, 1, 1, a);
buff1.draw(gl);
second = false;
else {
buff2.setColor(1, 1, 1, a);
buff2.draw(gl);
second = true;
}
After that I do the drawing of the point sprite fireworks. Also using premultiplied alpha and gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
Finally I reset the frame buffer and have my new texture containing the old trails fading and the current fireworks on top drawn at 100% alpha. I then use this texture to draw to my scene together with all the other objects behind and in front of the fireworks texture.
As I said, almost everything is working, except for those almost transparent trails staying after the trails should have faded. The higher the alpha value drawing the previous buffer the more noticable the trail "leftovers" that stay forever.
I have been trying with different blending modes, pre-multiplied and not pre-multiplied alpha etc. But since this is an android opengl es 1.1 I think the blending should be GL_ONE and GL_ONE_MINUS_SRC_ALPHA since all bitmaps are premultiplied by default.
What am I doing wrong? Is there a better way to do this?
Thanks for any help,
Anders
What am I doing wrong?
The way you sum downscaled (in their values) image is effectively a Power Series that exponetiate your alpha value. Such a power series will asympote to zero, but never reach it.
Is there a better way to do this?
Actually this is the right way to do it. You just forgot one last step: You want to have some threshold added, so that values below a certain alpha values get clamped to zero. Most easily this is obtained adding a GL_GREATER alpha test, with the threshold slightly above the alpha value of your trails you do want to remove.