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This program demonstrates use of the stencil buffer for masking nonrectangular regions. Whenever the window is redrawn, a value of 1 is drawn into a diamond-shaped region in the stencil buffer. Elsewhere in the stencil buffer, the value is 0. Then a blue sphere is drawn where the stencil value is 1, and yellow torii are drawn where the stencil value is not 1.
The example is ported from C examples in the OpenGL Programming Guide (known as the "red book").
-> Copyright and Permission Notice
package glredbook10;
import javax.swing.*;
import java.awt.event.*;
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import com.sun.opengl.util.*;
/**
* This program demonstrates use of the stencil buffer for masking
* nonrectangular regions. Whenever the window is redrawn, a value of 1 is drawn
* into a diamond-shaped region in the stencil buffer. Elsewhere in the stencil
* buffer, the value is 0. Then a blue sphere is drawn where the stencil value
* is 1, and yellow torii are drawn where the stencil value is not 1.
*
* @author Kiet Le (java port)
*/
public class stencil
extends JFrame
implements GLEventListener, KeyListener
{
private GLCapabilities caps;
private GLCanvas canvas;
private GLU glu;
private GLUT glut;
private static final int YELLOWMAT = 1;
private static final int BLUEMAT = 2;
public stencil()
{
super("stencil");
// Be certain to request stencil bits.
caps = new GLCapabilities();
caps.setStencilBits(8);
canvas = new GLCanvas(caps);
canvas.addGLEventListener(this);
canvas.addKeyListener(this);
getContentPane().add(canvas);
}
public void run()
{
setSize(400, 400);
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setVisible(true);
canvas.requestFocusInWindow();
}
public static void main(String[] args)
{
new stencil().run();
}
public void init(GLAutoDrawable drawable)
{
GL gl = drawable.getGL();
glu = new GLU();
glut = new GLUT();
float yellow_diffuse[] = new float[]
{ 0.7f, 0.7f, 0.0f, 1.0f };
float yellow_specular[] = new float[]
{ 1.0f, 1.0f, 1.0f, 1.0f };
float blue_diffuse[] = new float[]
{ 0.1f, 0.1f, 0.7f, 1.0f };
float blue_specular[] = new float[]
{ 0.1f, 1.0f, 1.0f, 1.0f };
float position_one[] = new float[]
{ 1.0f, 1.0f, 1.0f, 0.0f };
gl.glNewList(YELLOWMAT, GL.GL_COMPILE);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, yellow_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, yellow_specular, 0);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, 64.0f);
gl.glEndList();
gl.glNewList(BLUEMAT, GL.GL_COMPILE);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, blue_diffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, blue_specular, 0);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, 45.0f);
gl.glEndList();
gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, position_one, 0);
gl.glEnable(GL.GL_LIGHT0);
gl.glEnable(GL.GL_LIGHTING);
gl.glDepthFunc(GL.GL_LESS);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glClearStencil(0x0);
gl.glEnable(GL.GL_STENCIL_TEST);
}
/*
* Draw a sphere in a diamond-shaped section in the middle of a window with 2
* torii.
*/
public void display(GLAutoDrawable drawable)
{
GL gl = drawable.getGL();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
/* draw blue sphere where the stencil is 1 */
gl.glStencilFunc(GL.GL_EQUAL, 0x1, 0x1);
gl.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP);
gl.glCallList(BLUEMAT);
glut.glutSolidSphere(0.5, 20, 20);
/* draw the tori where the stencil is not 1 */
gl.glStencilFunc(GL.GL_NOTEQUAL, 0x1, 0x1);
gl.glPushMatrix();
gl.glRotatef(45.0f, 0.0f, 0.0f, 1.0f);
gl.glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
gl.glCallList(YELLOWMAT);
glut.glutSolidTorus(0.275, 0.85, 20, 20);
gl.glPushMatrix();
gl.glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
glut.glutSolidTorus(0.275, 0.85, 20, 20);
gl.glPopMatrix();
gl.glPopMatrix();
}
/*
* Whenever the window is reshaped, redefine the coordinate system and redraw
* the stencil area.
*/
public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h)
{
GL gl = drawable.getGL();
gl.glViewport(0, 0, w, h);
gl.glClear(GL.GL_STENCIL_BUFFER_BIT);
/* create a diamond shaped stencil area */
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrtho(-3.0, 3.0, -3.0, 3.0, -1.0, 1.0);
// if (w <= h) glu.gluOrtho2D(-3.0, 3.0, -3.0 * (float) h / (float) w,
// 3.0 * (float) h / (float) w);
// else glu.gluOrtho2D(-3.0 * (float) w / (float) h, //
// 3.0 * (float) w / (float) h, -3.0, 3.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glStencilFunc(GL.GL_ALWAYS, 0x1, 0x1);
gl.glStencilOp(GL.GL_REPLACE, GL.GL_REPLACE, GL.GL_REPLACE);
gl.glBegin(GL.GL_QUADS);
gl.glVertex2f(-1.0f, 0.0f);
gl.glVertex2f(0.0f, 1.0f);
gl.glVertex2f(1.0f, 0.0f);
gl.glVertex2f(0.0f, -1.0f);
gl.glEnd();
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45.0, (float) w / (float) h, 3.0, 7.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -5.0f);
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged,
boolean deviceChanged)
{
}
public void keyTyped(KeyEvent key)
{
}
public void keyPressed(KeyEvent key)
{
switch (key.getKeyCode()) {
case KeyEvent.VK_ESCAPE:
System.exit(0);
break;
default:
break;
}
}
public void keyReleased(KeyEvent key)
{
}
}
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Source:
Kiet Le's The Red Book Examples using JOGL
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