I'm working on a custom geometry library adapted to Quartz Composer and trying to draw some concave polygons in a Plug In.
I implemented the poly2tri library, so the user can choose to triangulate or not, but it's not suitable for a per-frame polygon transformations rendering.
I'm a noob in OpenGL and I've been reading and testing a lot, about stencil buffer and odd/even operations, but even code that seem to work for other people, doesn't work for me.
The render context is a CGLContextObj, and I'm working on a MacBook Pro Retina Display, with NVidia GEForce GT650. I read that all configurations don't have stencil buffers, but it look like it works sometimes, though not as I would like it to.
I was wondering if someone with the same kind of config was using a code that works and could take a look at my code. In particular, I'm curious too about the number of passes requested, according to the number of vertices or "convexity defects" I guess...
I took my infos from :
... but still not clear...
Here is my code (one of them in fact, as I tested so much configurations) and a picture of the result. Actually I use to put the actual rendering in a method called for each polygon, but I rewrote it to be much clear :
EDIT
In fact I understood that I have to draw each triangle, in order to invert the bit value in the stencil buffer. So I rewrote my code into this :
CGLContextObj cgl_ctx = [context CGLContextObj];
CGLLockContext(cgl_ctx);
GLenum error;
if(cgl_ctx == NULL)
return NO;
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glClear(GL_STENCIL_BUFFER_BIT);
glClearStencil(0);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_INVERT, GL_INVERT, GL_INVERT);
glStencilFunc(GL_ALWAYS, 1, 1);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
// glColor4d(1., 1., 1., 1.); ----> does it make sense ?
glBegin(GL_TRIANGLE_FAN); {
for (int i = 1; i < [vertices count] - 1; i++) {
// Allways drawing the first vertex
glVertex2d([[[vertices objectAtIndex:0] objectAtIndex:0] doubleValue], [[[vertices objectAtIndex:0] objectAtIndex:1] doubleValue]);
// Then two others to make a triangle
glVertex2d([[[vertices objectAtIndex:i] objectAtIndex:0] doubleValue], [[[vertices objectAtIndex:i] objectAtIndex:1] doubleValue]);
glVertex2d([[[vertices objectAtIndex:i+1] objectAtIndex:0] doubleValue], [[[vertices objectAtIndex:i+1] objectAtIndex:1] doubleValue]);
}
}
glEnd();
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
glStencilFunc(GL_EQUAL, 1, 1);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColor4d(1., 0., 0., 0.5);
glBegin(GL_TRIANGLE_FAN); {
for (id vertex in vertices) {
glVertex2d([[vertex objectAtIndex:0] doubleValue], [[vertex objectAtIndex:1] doubleValue]);
}
glVertex2d([[[vertices objectAtIndex:0] objectAtIndex:0] doubleValue], [[[vertices objectAtIndex:0] objectAtIndex:1] doubleValue]);
}
glEnd();
glDisable (GL_STENCIL_TEST);
glDisable(GL_BLEND);
glPopClientAttrib();
glPopAttrib();
if((error = glGetError()))
NSLog(@"OpenGL error %04X", error);
CGLUnlockContext(cgl_ctx);
return (error ? NO : YES);
But it still doesn't work. Here is my result and the link to the original image and the explanation.
EDIT 2 :
In fact, the context enabled by Quartz Composer doesn't implement a stencil buffer. It seems impossible to render directly in OpenGL with the stencil buffer.
...
glClearStencil(0);
...
Be aware that glClearStencil()
just sets a bit of state and doesn't actually clear the stencil buffer.
Try adding a glClear( GL_STENCIL_BUFFER_BIT )
somewhere before each polygon.
EDIT: Like this:
#include <GL/glut.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <vector>
std::vector< glm::vec2 > pts;
bool leftHeld = true;
glm::vec2* dragPt = NULL;
void mouse( int button, int state, int x, int y )
{
glm::vec2 pt( x, glutGet( GLUT_WINDOW_HEIGHT ) - y );
// left mouse button starts dragging a point
dragPt = NULL;
leftHeld = false;
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN )
{
leftHeld = true;
size_t minIdx = 0;
for( size_t i = 0; i < pts.size(); ++i )
{
float newDist = glm::distance( pt, pts[ i ] );
float oldDist = glm::distance( pt, pts[ minIdx ] );
if( newDist <= oldDist && newDist < 15.0f )
{
minIdx = i;
dragPt = &pts[ minIdx ];
}
}
}
// middle mouse button clears all points
if( button == GLUT_MIDDLE_BUTTON && state == GLUT_UP )
{
pts.clear();
}
// right mouse button adds a point
if( button == GLUT_RIGHT_BUTTON && state == GLUT_UP )
{
pts.push_back( pt );
}
glutPostRedisplay();
}
void motion( int x, int y )
{
glm::vec2 pt( x, glutGet( GLUT_WINDOW_HEIGHT ) - y );
if( dragPt && leftHeld )
{
*dragPt = pt;
glutPostRedisplay();
}
}
void glLine( const std::vector< glm::vec2 >& line, GLenum mode )
{
glBegin( mode );
for( size_t i = 0; i < line.size(); ++i )
{
glVertex2f( line[i].x, line[i].y );
}
glEnd();
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
glOrtho( 0, w, 0, h, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// draw polygon
glClear( GL_STENCIL_BUFFER_BIT );
{
// fill stencil buffer
glEnable( GL_STENCIL_TEST );
glColorMask( GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE );
glStencilOp( GL_KEEP, GL_KEEP, GL_INVERT );
glStencilFunc( GL_ALWAYS, 0x1, 0x1 );
glBegin( GL_TRIANGLES );
for( size_t i = 1; i+1 < pts.size(); ++i )
{
glVertex2fv( glm::value_ptr( pts[ 0 ] ) );
glVertex2fv( glm::value_ptr( pts[ i ] ) );
glVertex2fv( glm::value_ptr( pts[ i+1 ] ) );
}
glEnd();
// fill color buffer
glColor3ub( 0, 128, 0 );
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
glStencilFunc( GL_EQUAL, 0x1, 0x1 );
glBegin( GL_TRIANGLES );
for( size_t i = 1; i+1 < pts.size(); ++i )
{
glVertex2fv( glm::value_ptr( pts[ 0 ] ) );
glVertex2fv( glm::value_ptr( pts[ i ] ) );
glVertex2fv( glm::value_ptr( pts[ i+1 ] ) );
}
glEnd();
glDisable( GL_STENCIL_TEST );
}
// draw polygon boundary
glLineWidth( 1 );
glColor3ub( 255, 255, 255 );
glLine( pts, GL_LINE_LOOP );
// draw vertexes
glPointSize( 9 );
glColor3ub( 255, 0, 0 );
glLine( pts, GL_POINTS );
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE | GLUT_STENCIL );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "GLUT" );
glutMouseFunc( mouse );
glutMotionFunc( motion );
glutDisplayFunc( display );
glutMainLoop();
return 0;
}