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Stencil Buffer problem

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Stencil Buffer problem
« on: October 21, 2005, 12:28:22 »
For some reason the stencil buffer doesn't seem to be working for masking and I am almost certain I'm doing everything right. Anyone else have this problem?

hmmmmmm....
« Reply #1 on: October 21, 2005, 13:01:17 »
It works fine for me (I'm using it for reflections).
Could you be more specific and/or give some code? That would help us alot. :wink:
Programmers will, one day, rule the world... and the world won't notice until its too late.Just testing the marquee option ;D

Stencil Buffer problem
« Reply #2 on: October 21, 2005, 13:04:32 »
It's on another computer right now, I might transfer it if it becomes more necessary. But maybe saying this is enough, I've used one of the nehe to lwjgl conversions for reflections using the stencil buffer and it appears to not work (I can see the ball under the floor when it should be masked)

hmmmm...
« Reply #3 on: October 21, 2005, 13:14:26 »
Without the code... you might carefully check the setting up of the stencil buffer with the code in the NeHe tutorial.
Programmers will, one day, rule the world... and the world won't notice until its too late.Just testing the marquee option ;D

Stencil Buffer problem
« Reply #4 on: October 21, 2005, 13:17:54 »
A little later today I think I'll test out the nehe code again, if it doesn't work I'll come back.

Thanks for the help

Stencil Buffer problem
« Reply #5 on: October 22, 2005, 04:06:35 »
well I've tried it out again and it doesn't seem to work, heres the code

Code: [Select]

/*
 *      This Code Was Created By Jeff Molofee and GB Schmick 2000
 *      A HUGE Thanks To Fredric Echols For Cleaning Up
 *      And Optimizing The Base Code, Making It More Flexible!
 *      If You've Found This Code Useful, Please Let Me Know.
 *      Visit Our Sites At www.tiptup.com and nehe.gamedev.net
 */

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.DoubleBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.glu.GLU;
import org.lwjgl.opengl.glu.Sphere;
import org.lwjgl.devil.IL;
import org.lwjgl.input.Keyboard;

/**
 * @author Mark Bernard
 * date:    26-Jun-2004
 *
 * Port of NeHe's Lesson 26 to LWJGL
 * Title: Clipping & Reflections Using The Stencil Buffer
 * Uses version 0.9alpha of LWJGL http://www.lwjgl.org/
 *
 * Be sure that the LWJGL libraries are in your classpath
 *
 * Ported directly from the C++ version
 *
 * 2004-10-08: Updated to version 0.92alpha of LWJGL.
 * 2004-12-19: Updated to version 0.94alpha of LWJGL and to use
 *             DevIL for image loading.
 */
public class Lesson26 {
    private boolean done = false;
    private boolean fullscreen = false;
    private final String windowTitle = "NeHe's OpenGL Lesson 26 for LWJGL (Clipping & Reflections Using The Stencil Buffer)";
    private boolean f1 = false; // F1 key pressed
    private DisplayMode displayMode;

    //  Light Parameters
    static float lightAmbient[] = {0.7f, 0.7f, 0.7f, 1.0f};  // Ambient Light
    static float lightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};  // Diffuse Light
    static float lightPosition[] = {4.0f, 4.0f, 6.0f, 1.0f};  // Light Position
    ByteBuffer lightBuffer;
    ByteBuffer reflectBuffer;

    Sphere q;

    float xrot = 0.0f;                        // X Rotation
    float yrot = 0.0f;                        // Y Rotation
    float xrotspeed = 0.0f;                        // X Rotation Speed
    float yrotspeed = 0.0f;                        // Y Rotation Speed
    float zoom = -7.0f;                        // Depth Into The Screen
    float height = 2.0f;                        // Height Of Ball From Floor

    int texture[];                                 // 3 Textures

    public static void main(String args[]) {
        boolean fullscreen = false;
        if(args.length>0) {
            if(args[0].equalsIgnoreCase("fullscreen")) {
                fullscreen = true;
            }
        }

        Lesson26 l26 = new Lesson26();
        l26.run(fullscreen);
    }
    public void run(boolean fullscreen) {
        this.fullscreen = fullscreen;
        try {
            init();

            while (!done) {
                render();
                mainloop();
                Display.update();
            }
            cleanup();
        }
        catch (Exception e) {
            e.printStackTrace();
            System.exit(0);
        }
    }
    private void mainloop() {
        if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {       // Exit if Escape is pressed
            done = true;
        }
        if(Display.isCloseRequested()) {                     // Exit if window is closed
            done = true;
        }
        if(Keyboard.isKeyDown(Keyboard.KEY_F1) && !f1) {    // Is F1 Being Pressed?
            f1 = true;                                      // Tell Program F1 Is Being Held
            switchMode();                                   // Toggle Fullscreen / Windowed Mode
        }
        if(!Keyboard.isKeyDown(Keyboard.KEY_F1)) {          // Is F1 Being Pressed?
            f1 = false;
        }

        if(Keyboard.isKeyDown(Keyboard.KEY_RIGHT))     yrotspeed += 0.08f;         // Right Arrow Pressed (Increase yrotspeed)
        if(Keyboard.isKeyDown(Keyboard.KEY_LEFT))      yrotspeed -= 0.08f;         // Left Arrow Pressed (Decrease yrotspeed)
        if(Keyboard.isKeyDown(Keyboard.KEY_DOWN))      xrotspeed += 0.08f;         // Down Arrow Pressed (Increase xrotspeed)
        if(Keyboard.isKeyDown(Keyboard.KEY_UP))        xrotspeed -= 0.08f;         // Up Arrow Pressed (Decrease xrotspeed)

        if(Keyboard.isKeyDown(Keyboard.KEY_A))          zoom +=0.05f;               // 'A' Key Pressed ... Zoom In
        if(Keyboard.isKeyDown(Keyboard.KEY_Z))          zoom -=0.05f;               // 'Z' Key Pressed ... Zoom Out

        if(Keyboard.isKeyDown(Keyboard.KEY_PRIOR))     height +=0.03f;             // Page Up Key Pressed Move Ball Up
        if(Keyboard.isKeyDown(Keyboard.KEY_NEXT))      height -=0.03f;             // Page Down Key Pressed Move Ball Down
    }

    private void switchMode() {
        fullscreen = !fullscreen;
        try {
            Display.setFullscreen(fullscreen);
        }
        catch(Exception e) {
            e.printStackTrace();
        }
    }

    private void createWindow() throws Exception {
        Display.setFullscreen(fullscreen);
        DisplayMode d[] = Display.getAvailableDisplayModes();
        for (int i = 0; i < d.length; i++) {
            if (d[i].getWidth() == 640
                && d[i].getHeight() == 480
                && d[i].getBitsPerPixel() == 32) {
                displayMode = d[i];
                break;
            }
        }
        Display.setDisplayMode(displayMode);
        Display.setTitle(windowTitle);
        Display.create();
    }
    private void init() throws Exception {
        createWindow();
        IL.create();

        initGL();

        loadTextures();
    }

    private void initGL() {                                         // All Setup For OpenGL Goes Here
        int width = 640;
        int height = 480;
        GL11.glShadeModel(GL11.GL_SMOOTH);                            // Enable Smooth Shading
        GL11.glClearColor(0.2f, 0.5f, 1.0f, 1.0f);               // Background
        GL11.glClearDepth(1.0f);                                 // Depth Buffer Setup
        GL11.glClearStencil(0);                                  // Clear The Stencil Buffer To 0
        GL11.glEnable(GL11.GL_DEPTH_TEST);                            // Enables Depth Testing
        GL11.glDepthFunc(GL11.GL_LEQUAL);                             // The Type Of Depth Testing To Do
        GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);  // Really Nice Perspective Calculations
        GL11.glEnable(GL11.GL_TEXTURE_2D);                            // Enable 2D Texture Mapping

        reflectBuffer = ByteBuffer.allocateDirect(32);
        reflectBuffer.order(ByteOrder.nativeOrder());
        lightBuffer = ByteBuffer.allocateDirect(16);
        lightBuffer.order(ByteOrder.nativeOrder());
        GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, (FloatBuffer)lightBuffer.asFloatBuffer().put(lightAmbient).flip());              // Setup The Ambient Light
        GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, (FloatBuffer)lightBuffer.asFloatBuffer().put(lightDiffuse).flip());              // Setup The Diffuse Light
        GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, (FloatBuffer)lightBuffer.asFloatBuffer().put(lightPosition).flip());         // Position The Light

        GL11.glEnable(GL11.GL_LIGHT0);                                // Enable Light 0
        GL11.glEnable(GL11.GL_LIGHTING);                              // Enable Lighting

        q = new Sphere();
        q.setNormals(GL11.GL_SMOOTH);
        q.setTextureFlag(true);

        GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_SPHERE_MAP);    // Set Up Sphere Mapping
        GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_SPHERE_MAP);    // Set Up Sphere Mapping

        GL11.glViewport(0,0,width,height);                       // Reset The Current Viewport

        GL11.glMatrixMode(GL11.GL_PROJECTION);                        // Select The Projection Matrix
        GL11.glLoadIdentity();                                   // Reset The Projection Matrix

        // Calculate The Aspect Ratio Of The Window
        GLU.gluPerspective(45.0f,
                (float) displayMode.getWidth() / (float) displayMode.getHeight(),
                0.1f,100.0f);

        GL11.glMatrixMode(GL11.GL_MODELVIEW);                         // Select The Modelview Matrix
        GL11.glLoadIdentity();                                   // Reset The Modelview Matrix
    }

    private void drawObject() {                                      // Draw Our Ball
        GL11.glColor3f(1.0f, 1.0f, 1.0f);                        // Set Color To White
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture[1]);           // Select Texture 2 (1)
        q.draw(0.35f, 32, 16);                        // Draw First Sphere

        GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture[2]);           // Select Texture 3 (2)
        GL11.glColor4f(1.0f, 1.0f, 1.0f, 0.4f);                  // Set Color To White With 40% Alpha
        GL11.glEnable(GL11.GL_BLEND);                                 // Enable Blending
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);                  // Set Blending Mode To Mix Based On SRC Alpha
        GL11.glEnable(GL11.GL_TEXTURE_GEN_S);                         // Enable Sphere Mapping
        GL11.glEnable(GL11.GL_TEXTURE_GEN_T);                         // Enable Sphere Mapping

        q.draw(0.35f, 32, 16);                              // Draw Another Sphere Using New Texture
                                                            // Textures Will Mix Creating A MultiTexture Effect (Reflection)
        GL11.glDisable(GL11.GL_TEXTURE_GEN_S);                        // Disable Sphere Mapping
        GL11.glDisable(GL11.GL_TEXTURE_GEN_T);                        // Disable Sphere Mapping
        GL11.glDisable(GL11.GL_BLEND);                                // Disable Blending
    }

    private void drawFloor() {                                        // Draws The Floor
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture[0]);           // Select Texture 1 (0)
        GL11.glBegin(GL11.GL_QUADS);                                  // Begin Drawing A Quad
            GL11.glNormal3f(0.0f, 1.0f, 0.0f);                      // Normal Pointing Up
            GL11.glTexCoord2f(0.0f, 1.0f);                   // Bottom Left Of Texture
            GL11.glVertex3f(-2.0f, 0.0f, 2.0f);                 // Bottom Left Corner Of Floor

            GL11.glTexCoord2f(0.0f, 0.0f);                   // Top Left Of Texture
            GL11.glVertex3f(-2.0f, 0.0f,-2.0f);                 // Top Left Corner Of Floor

            GL11.glTexCoord2f(1.0f, 0.0f);                   // Top Right Of Texture
            GL11.glVertex3f( 2.0f, 0.0f,-2.0f);                 // Top Right Corner Of Floor

            GL11.glTexCoord2f(1.0f, 1.0f);                   // Bottom Right Of Texture
            GL11.glVertex3f( 2.0f, 0.0f, 2.0f);                 // Bottom Right Corner Of Floor
        GL11.glEnd();                                            // Done Drawing The Quad
    }

    private void render() {
        // Clear Screen, Depth Buffer & Stencil Buffer
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);

        // Clip Plane Equations
        double eqr[] = {0.0f,-1.0f, 0.0f, 0.0f};            // Plane Equation To Use For The Reflected Objects

        GL11.glLoadIdentity();                                   // Reset The Modelview Matrix
        GL11.glTranslatef(0.0f, -0.6f, zoom);                    // Zoom And Raise Camera Above The Floor (Up 0.6 Units)
        GL11.glColorMask(false, false, false, false);                               // Set Color Mask
        GL11.glEnable(GL11.GL_STENCIL_TEST);                          // Enable Stencil Buffer For "marking" The Floor
        GL11.glStencilFunc(GL11.GL_ALWAYS, 1, 255);                     // Always Passes, 1 Bit Plane, 1 As Mask
        GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_REPLACE);          // We Set The Stencil Buffer To 1 Where We Draw Any Polygon
                                                            // Keep If Test Fails, Keep If Test Passes But Buffer Test Fails
                                                            // Replace If Test Passes
        GL11.glDisable(GL11.GL_DEPTH_TEST);                           // Disable Depth Testing
        drawFloor();                                        // Draw The Floor (Draws To The Stencil Buffer)
                                                            // We Only Want To Mark It In The Stencil Buffer
        GL11.glEnable(GL11.GL_DEPTH_TEST);                            // Enable Depth Testing
        GL11.glColorMask(true, true, true, true);                               // Set Color Mask to TRUE, TRUE, TRUE, TRUE
        GL11.glStencilFunc(GL11.GL_EQUAL, 1, 255);                      // We Draw Only Where The Stencil Is 1
                                                            // (I.E. Where The Floor Was Drawn)
        GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);             // Don't Change The Stencil Buffer
        GL11.glEnable(GL11.GL_CLIP_PLANE0);                           // Enable Clip Plane For Removing Artifacts
                                                            // (When The Object Crosses The Floor)
        GL11.glClipPlane(GL11.GL_CLIP_PLANE0, (DoubleBuffer)reflectBuffer.asDoubleBuffer().put(eqr).flip());                   // Equation For Reflected Objects
        GL11.glPushMatrix();                                     // Push The Matrix Onto The Stack
            GL11.glScalef(1.0f, -1.0f, 1.0f);                    // Mirror Y Axis
            GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, (FloatBuffer)lightBuffer.asFloatBuffer().put(lightPosition).flip());    // Set Up Light0
            GL11.glTranslatef(0.0f, height, 0.0f);               // Position The Object
            GL11.glRotatef(xrot, 1.0f, 0.0f, 0.0f);              // Rotate Local Coordinate System On X Axis
            GL11.glRotatef(yrot, 0.0f, 1.0f, 0.0f);              // Rotate Local Coordinate System On Y Axis
            drawObject();                                   // Draw The Sphere (Reflection)
        GL11.glPopMatrix();                                      // Pop The Matrix Off The Stack
        GL11.glDisable(GL11.GL_CLIP_PLANE0);                          // Disable Clip Plane For Drawing The Floor
        GL11.glDisable(GL11.GL_STENCIL_TEST);                         // We Don't Need The Stencil Buffer Any More (Disable)
        GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, (FloatBuffer)lightBuffer.asFloatBuffer().put(lightPosition).flip());        // Set Up Light0 Position
        GL11.glEnable(GL11.GL_BLEND);                                 // Enable Blending (Otherwise The Reflected Object Wont Show)
        GL11.glDisable(GL11.GL_LIGHTING);                             // Since We Use Blending, We Disable Lighting
        GL11.glColor4f(1.0f, 1.0f, 1.0f, 0.8f);                  // Set Color To White With 80% Alpha
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);  // Blending Based On Source Alpha And 1 Minus Dest Alpha
        drawFloor();                                        // Draw The Floor To The Screen
        GL11.glEnable(GL11.GL_LIGHTING);                              // Enable Lighting
        GL11.glDisable(GL11.GL_BLEND);                                // Disable Blending
        GL11.glTranslatef(0.0f, height, 0.0f);                   // Position The Ball At Proper Height
        GL11.glRotatef(xrot, 1.0f, 0.0f, 0.0f);                  // Rotate On The X Axis
        GL11.glRotatef(yrot, 0.0f, 1.0f, 0.0f);                  // Rotate On The Y Axis
        drawObject();                                       // Draw The Ball
        xrot += xrotspeed;                                  // Update X Rotation Angle By xrotspeed
        yrot += yrotspeed;                                  // Update Y Rotation Angle By yrotspeed
        GL11.glFlush();                                          // Flush The GL Pipeline
    }

    private void cleanup() {
        Display.destroy();
    }

    private void loadTextures() {                                   // Load Bitmaps And Convert To Textures
        texture = new int[3];
        texture[0] = loadTexture("Data/EnvWall.bmp");
        texture[1] = loadTexture("Data/Ball.bmp");
        texture[2] = loadTexture("Data/EnvRoll.bmp");
    }

    /**
     * Texture loading directly from LWJGL examples
     */
    private int loadTexture(String path) {
        IntBuffer image = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
        IL.ilGenImages(image);
        IL.ilBindImage(image.get(0));
        IL.ilLoadImage(path);
        IL.ilConvertImage(IL.IL_RGB, IL.IL_BYTE);
        ByteBuffer scratch = ByteBuffer.allocateDirect(IL.ilGetInteger(IL.IL_IMAGE_WIDTH) * IL.ilGetInteger(IL.IL_IMAGE_HEIGHT) * 3);
        IL.ilCopyPixels(0, 0, 0, IL.ilGetInteger(IL.IL_IMAGE_WIDTH), IL.ilGetInteger(IL.IL_IMAGE_HEIGHT), 1, IL.IL_RGB, IL.IL_BYTE, scratch);
       
        // Create A IntBuffer For Image Address In Memory
        IntBuffer buf = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
        GL11.glGenTextures(buf); // Create Texture In OpenGL

        GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(0));
        // Typical Texture Generation Using Data From The Image

        // Linear Filtering
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
        // Linear Filtering
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
        // Generate The Texture
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, IL.ilGetInteger(IL.IL_IMAGE_WIDTH),
                IL.ilGetInteger(IL.IL_IMAGE_HEIGHT), 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, scratch);

        return buf.get(0); // Return Image Address In Memory
    }
}



Do you see any problems in this code? Is this a problem with the code or lwjgl?

*

Offline elias

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Stencil Buffer problem
« Reply #6 on: October 22, 2005, 18:18:32 »
One problem is this line:

Code: [Select]

Display.create();


With that, you're getting a default pixel format of the framebuffer, probably without stencil support. Use something like this instead:

Code: [Select]

Display.create(new PixelFormat(0, 16, 1));


Which means "give me a framebuffer with at least 0 bits of alpha, at least 16 bits of depth buffer and at least 1 bits of stencil".

 - elias

Stencil Buffer problem
« Reply #7 on: October 24, 2005, 17:28:39 »
It works now. Thanks!