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use gl; use context; use ToGlEnum; /// Describes the parameters that must be used for the stencil operations when drawing. #[derive(Copy, Clone, Debug)] pub struct Stencil { /// A comparison against the existing value in the stencil buffer. /// /// Only relevant for faces that are clockwise on the target surface. Other faces, points and /// lines use `stencil_test_counter_clockwise` instead. /// /// The default value is `AlwaysPass`. pub test_clockwise: StencilTest, /// Reference value that is used by `stencil_test_clockwise`, `stencil_fail_operation_clockwise`, /// `stencil_pass_depth_fail_operation_clockwise` and `stencil_depth_pass_operation_clockwise`. pub reference_value_clockwise: i32, /// Allows specifying a mask when writing data on the stencil buffer. /// /// Only relevant for faces that are clockwise on the target surface. Other faces, points and /// lines use `stencil_write_mask_counter_clockwise` instead. /// /// The default value is `0xffffffff`. pub write_mask_clockwise: u32, /// Specifies the operation to do when a fragment fails the stencil test. /// /// The stencil test is the test specified by `stencil_test_clockwise`. /// /// Only relevant for faces that are clockwise on the target surface. Other faces, points and /// lines use `stencil_fail_operation_counter_clockwise` instead. /// /// The default value is `Keep`. pub fail_operation_clockwise: StencilOperation, /// Specifies the operation to do when a fragment passes the stencil test but fails /// the depth test. /// /// The stencil test is the test specified by `stencil_test_clockwise`. /// /// Only relevant for faces that are clockwise on the target surface. Other faces, points and /// lines use `stencil_pass_depth_fail_operation_counter_clockwise` instead. /// /// The default value is `Keep`. pub pass_depth_fail_operation_clockwise: StencilOperation, /// Specifies the operation to do when a fragment passes both the stencil and depth tests. /// /// The stencil test is the test specified by `stencil_test_clockwise`. /// /// Only relevant for faces that are clockwise on the target surface. Other faces, points and /// lines use `stencil_depth_pass_operation_counter_clockwise` instead. /// /// The default value is `Keep`. pub depth_pass_operation_clockwise: StencilOperation, /// A comparaison against the existing value in the stencil buffer. /// /// Only relevant for points, lines and faces that are counter-clockwise on the target surface. /// Other faces use `stencil_test_counter_clockwise` instead. /// /// The default value is `AlwaysPass`. pub test_counter_clockwise: StencilTest, /// Reference value that is used by `stencil_test_counter_clockwise`, /// `stencil_fail_operation_counter_clockwise`, /// `stencil_pass_depth_fail_operation_counter_clockwise` and /// `stencil_depth_pass_operation_counter_clockwise`. pub reference_value_counter_clockwise: i32, /// Allows specifying a mask when writing data on the stencil buffer. /// /// Only relevant for points, lines and faces that are counter-clockwise on the target surface. /// Other faces use `stencil_write_mask_clockwise` instead. /// /// The default value is `0xffffffff`. pub write_mask_counter_clockwise: u32, /// Specifies the operation to do when a fragment fails the stencil test. /// /// The stencil test is the test specified by `stencil_test_counter_clockwise`. /// /// Only relevant for faces that are counter-clockwise on the target surface. Other faces /// use `stencil_fail_operation_clockwise` instead. /// /// The default value is `Keep`. pub fail_operation_counter_clockwise: StencilOperation, /// Specifies the operation to do when a fragment passes the stencil test but fails /// the depth test. /// /// The stencil test is the test specified by `stencil_test_counter_clockwise`. /// /// Only relevant for faces that are counter-clockwise on the target surface. Other faces /// use `stencil_pass_depth_fail_operation_clockwise` instead. /// /// The default value is `Keep`. pub pass_depth_fail_operation_counter_clockwise: StencilOperation, /// Specifies the operation to do when a fragment passes both the stencil and depth tests. /// /// The stencil test is the test specified by `stencil_test_counter_clockwise`. /// /// Only relevant for faces that are counter-clockwise on the target surface. Other faces /// use `stencil_depth_pass_operation_clockwise` instead. /// /// The default value is `Keep`. pub depth_pass_operation_counter_clockwise: StencilOperation, } impl Default for Stencil { #[inline] fn default() -> Stencil { Stencil { test_clockwise: StencilTest::AlwaysPass, reference_value_clockwise: 0, write_mask_clockwise: 0xffffffff, fail_operation_clockwise: StencilOperation::Keep, pass_depth_fail_operation_clockwise: StencilOperation::Keep, depth_pass_operation_clockwise: StencilOperation::Keep, test_counter_clockwise: StencilTest::AlwaysPass, reference_value_counter_clockwise: 0, write_mask_counter_clockwise: 0xffffffff, fail_operation_counter_clockwise: StencilOperation::Keep, pass_depth_fail_operation_counter_clockwise: StencilOperation::Keep, depth_pass_operation_counter_clockwise: StencilOperation::Keep, } } } /// Specifies which comparison the GPU will do to determine whether a sample passes the stencil /// test. The general equation is `(ref & mask) CMP (stencil & mask)`, where `ref` is the reference /// value (`stencil_reference_value_clockwise` or `stencil_reference_value_counter_clockwise`), /// `CMP` is the comparison chosen, and `stencil` is the current value in the stencil buffer. #[derive(Copy, Clone, Debug, PartialEq, Eq)] pub enum StencilTest { /// The stencil test always passes. AlwaysPass, /// The stencil test always fails. AlwaysFail, /// `(ref & mask) < (stencil & mask)` IfLess { /// The mask that is and'ed with the reference value and stencil buffer. mask: u32 }, /// `(ref & mask) <= (stencil & mask)` IfLessOrEqual { /// The mask that is and'ed with the reference value and stencil buffer. mask: u32, }, /// `(ref & mask) > (stencil & mask)` IfMore { /// The mask that is and'ed with the reference value and stencil buffer. mask: u32, }, /// `(ref & mask) >= (stencil & mask)` IfMoreOrEqual { /// The mask that is and'ed with the reference value and stencil buffer. mask: u32, }, /// `(ref & mask) == (stencil & mask)` IfEqual { /// The mask that is and'ed with the reference value and stencil buffer. mask: u32, }, /// `(ref & mask) != (stencil & mask)` IfNotEqual { /// The mask that is and'ed with the reference value and stencil buffer. mask: u32, }, } /// Specificies which operation the GPU will do depending on the result of the stencil test. #[derive(Copy, Clone, Debug, PartialEq, Eq)] #[repr(u32)] // GLenum pub enum StencilOperation { /// Keeps the value currently in the stencil buffer. Keep = gl::KEEP, /// Writes zero in the stencil buffer. Zero = gl::ZERO, /// Writes the reference value (`stencil_reference_value_clockwise` or /// `stencil_reference_value_counter_clockwise`) in the stencil buffer. Replace = gl::REPLACE, /// Increments the value currently in the stencil buffer. If the value is the /// maximum, don't do anything. Increment = gl::INCR, /// Increments the value currently in the stencil buffer. If the value is the /// maximum, wrap to `0`. IncrementWrap = gl::INCR_WRAP, /// Decrements the value currently in the stencil buffer. If the value is `0`, /// don't do anything. Decrement = gl::DECR, /// Decrements the value currently in the stencil buffer. If the value is `0`, /// wrap to `-1`. DecrementWrap = gl::DECR_WRAP, /// Inverts each bit of the value. Invert = gl::INVERT, } impl ToGlEnum for StencilOperation { #[inline] fn to_glenum(&self) -> gl::types::GLenum { *self as gl::types::GLenum } } pub fn sync_stencil(ctxt: &mut context::CommandContext, params: &Stencil) { // checks if stencil operations can be disabled if params.test_clockwise == StencilTest::AlwaysPass && params.test_counter_clockwise == StencilTest::AlwaysPass && params.fail_operation_clockwise == StencilOperation::Keep && params.pass_depth_fail_operation_clockwise == StencilOperation::Keep && params.depth_pass_operation_clockwise == StencilOperation::Keep && params.fail_operation_counter_clockwise == StencilOperation::Keep && params.pass_depth_fail_operation_counter_clockwise == StencilOperation::Keep && params.depth_pass_operation_counter_clockwise == StencilOperation::Keep { if ctxt.state.enabled_stencil_test != false { unsafe { ctxt.gl.Disable(gl::STENCIL_TEST) }; ctxt.state.enabled_stencil_test = false; } return; } // we are now in "stencil enabled land" // enabling if necessary if ctxt.state.enabled_stencil_test != true { unsafe { ctxt.gl.Enable(gl::STENCIL_TEST) }; ctxt.state.enabled_stencil_test = true; } // synchronizing the test and read masks let (test_cw, read_mask_cw) = match params.test_clockwise { StencilTest::AlwaysPass => (gl::ALWAYS, 0), StencilTest::AlwaysFail => (gl::NEVER, 0), StencilTest::IfLess { mask } => (gl::LESS, mask), StencilTest::IfLessOrEqual { mask } => (gl::LEQUAL, mask), StencilTest::IfMore { mask } => (gl::GREATER, mask), StencilTest::IfMoreOrEqual { mask } => (gl::GEQUAL, mask), StencilTest::IfEqual { mask } => (gl::EQUAL, mask), StencilTest::IfNotEqual { mask } => (gl::NOTEQUAL, mask), }; let (test_ccw, read_mask_ccw) = match params.test_counter_clockwise { StencilTest::AlwaysPass => (gl::ALWAYS, 0), StencilTest::AlwaysFail => (gl::NEVER, 0), StencilTest::IfLess { mask } => (gl::LESS, mask), StencilTest::IfLessOrEqual { mask } => (gl::LEQUAL, mask), StencilTest::IfMore { mask } => (gl::GREATER, mask), StencilTest::IfMoreOrEqual { mask } => (gl::GEQUAL, mask), StencilTest::IfEqual { mask } => (gl::EQUAL, mask), StencilTest::IfNotEqual { mask } => (gl::NOTEQUAL, mask), }; let ref_cw = params.reference_value_clockwise; let ref_ccw = params.reference_value_counter_clockwise; if (test_cw, ref_cw, read_mask_cw) == (test_ccw, ref_ccw, read_mask_ccw) { if ctxt.state.stencil_func_back != (test_cw, ref_cw, read_mask_cw) || ctxt.state.stencil_func_front != (test_ccw, ref_ccw, read_mask_ccw) { unsafe { ctxt.gl.StencilFunc(test_cw, ref_cw, read_mask_cw) }; ctxt.state.stencil_func_back = (test_cw, ref_cw, read_mask_cw); ctxt.state.stencil_func_front = (test_ccw, ref_ccw, read_mask_ccw); } } else { if ctxt.state.stencil_func_back != (test_cw, ref_cw, read_mask_cw) { unsafe { ctxt.gl.StencilFuncSeparate(gl::BACK, test_cw, ref_cw, read_mask_cw) }; ctxt.state.stencil_func_back = (test_cw, ref_cw, read_mask_cw); } if ctxt.state.stencil_func_front != (test_ccw, ref_ccw, read_mask_ccw) { unsafe { ctxt.gl.StencilFuncSeparate(gl::FRONT, test_ccw, ref_ccw, read_mask_ccw) }; ctxt.state.stencil_func_front = (test_ccw, ref_ccw, read_mask_ccw); } } // synchronizing the write mask if params.write_mask_clockwise == params.write_mask_counter_clockwise { if ctxt.state.stencil_mask_back != params.write_mask_clockwise || ctxt.state.stencil_mask_front != params.write_mask_clockwise { unsafe { ctxt.gl.StencilMask(params.write_mask_clockwise) }; ctxt.state.stencil_mask_back = params.write_mask_clockwise; ctxt.state.stencil_mask_front = params.write_mask_clockwise; } } else { if ctxt.state.stencil_mask_back != params.write_mask_clockwise { unsafe { ctxt.gl.StencilMaskSeparate(gl::BACK, params.write_mask_clockwise) }; ctxt.state.stencil_mask_back = params.write_mask_clockwise; } if ctxt.state.stencil_mask_front != params.write_mask_clockwise { unsafe { ctxt.gl.StencilMaskSeparate(gl::FRONT, params.write_mask_clockwise) }; ctxt.state.stencil_mask_front = params.write_mask_clockwise; } } // synchronizing the operation let op_back = (params.fail_operation_clockwise.to_glenum(), params.pass_depth_fail_operation_clockwise.to_glenum(), params.depth_pass_operation_clockwise.to_glenum()); let op_front = (params.fail_operation_counter_clockwise.to_glenum(), params.pass_depth_fail_operation_counter_clockwise.to_glenum(), params.depth_pass_operation_counter_clockwise.to_glenum()); if op_back == op_front { if ctxt.state.stencil_op_back != op_back || ctxt.state.stencil_op_front != op_front { unsafe { ctxt.gl.StencilOp(op_back.0, op_back.1, op_back.2) }; ctxt.state.stencil_op_back = op_back; ctxt.state.stencil_op_front = op_front; } } else { if ctxt.state.stencil_op_back != op_back { unsafe { ctxt.gl.StencilOpSeparate(gl::BACK, op_back.0, op_back.1, op_back.2) }; ctxt.state.stencil_op_back = op_back; } if ctxt.state.stencil_op_front != op_front { unsafe { ctxt.gl.StencilOpSeparate(gl::FRONT, op_front.0, op_front.1, op_front.2) }; ctxt.state.stencil_op_front = op_front; } } }