Libgdx Stencil Buffer overlap - java

I have a question about using the Stencil Buffer with OpenGL and libgdx
As example I need to draw to circles with overlap.
The code of render method is here:
Gdx.gl.glClearColor(1f, 1f, 1f, 1f);
Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_STENCIL_BUFFER_BIT);
shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
Gdx.gl.glEnable(GL20.GL_STENCIL_TEST);
Gdx.gl.glClearStencil(0);
Gdx.gl.glClear(GL20.GL_STENCIL_BUFFER_BIT);
Gdx.gl.glStencilFunc(GL20.GL_ALWAYS, 1, 0);
Gdx.gl.glStencilOp(GL20.GL_KEEP, GL20.GL_INCR, GL20.GL_INCR);
shapeRenderer.setColor(new Color(1f, 0f, 0f, 1f)); // red
shapeRenderer.circle(200, 200, 100);
shapeRenderer.circle(180, 180, 100);
Gdx.gl.glStencilFunc(GL20.GL_EQUAL, 2, 0xFF);
Gdx.gl.glStencilOp(GL20.GL_REPLACE, GL20.GL_REPLACE, GL20.GL_REPLACE);
shapeRenderer.setColor(new Color(0f, 1f, 0f, 1f)); // green
shapeRenderer.circle(200, 200, 100);
shapeRenderer.circle(180, 180, 100);
Gdx.gl.glDisable(GL20.GL_STENCIL_TEST);
shapeRenderer.end();
Result is:
Expected something like this:
Overlap should be in other color.
What is a problem here?

The logic looks OK as far as it goes, so I suspect the issue is that your framebuffer that you are rendering in to doesn't actually have a stencil attachment. If there is no stencil buffer OpenGL ES behaves as if the stencil test is disabled, so your final two circles will always overdraw the first two.
Check your context creation (for window surfaces), or your FBO creation for off-screen render targets.

Related

OpenGL GlOrtho no primitives appearing

I am drawing on a texture and then rendering this texture to the screen using GL_QUADS. There is no problem drawing the texture on screen, but while drawing to the texture the only operation that has any effect is glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - this sets the whole texture to the colour I want. It is however impossible to draw any primitives.
The following code should absolutely cover the whole texture with black, right?
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texRenderer.framebufferID); // switch to the texture framebuffer
glClearColor(1.0f,0.5f,0.0f,1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, texRenderer.pixelsWidth, 0, texRenderer.pixelsHeight, 1, -1);
// switch to modelview matrix before rendering objects
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor4f(0,0,0,1);
glBegin(GL_QUADS);
glVertex2f(-100, -100);
glVertex2f(-100, 100);
glVertex2f(100, 100);
glVertex2f(100, -100);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
//RenderScene(sim, stateMachine, viewSettings, commandMgr, font, texRenderer.pixelsWidth, texRenderer.pixelsHeight, isMainView, drawText);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch back to normal framebuffer
Instead it is orange.
pixelsWidth and pixelsHeight are both equal to 64. I've made sure the viewport is set up correctly. Also glGetError() returns 0.
What have I missed?
Took me 6 hours but the problem is solved. I was wrong. The viewport was not properly set. Before rendering to a texture, be sure to add the following line:
glViewport(0, 0, textureWidth, textureHeight);
And also unbind any currently bound textures using
glBindTexture(GL_TEXTURE_2D, 0);

LWJGL draw rect over texture

I use the following to draw the texture quads
tex.bind();
glTranslatef(x, y, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(1, 0);
glVertex2f(width, 0);
glTexCoord2f(1, 1);
glVertex2f(width, height);
glTexCoord2f(0, 1);
glVertex2f(0, height);
glEnd();
glLoadIdentity();
with these configurations:
try {
Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, WIDTH, HEIGHT, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
GL11.glEnable(GL11.GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL11.glClearDepth(1);
however now i want to add a menu to the game by drawing a rect over the screen but when i do so, everything turns red (if i set red as color)
case MENU:
GL11.glColor3f(1.0f, 0.0f, 0.0f);
glRectf(50, 50, 50, 50);
Two things:
Whenever you draw using color instead of textures, make sure to disable GL_TEXTURE_2D by calling glDisable(GL_TEXTURE_2D); before the rendering call (in your case before case MENU:). But don't forget to enable it again as soon as you're finished and ready to draw the texture once again (in your case, call glEnable(GL_TEXTURE_2D); after glRectf()). This might not be the reason for the problem that you're experiencing, but it will become a problem later.
The reason as to why everything turns red, is because whenever you render a texture, the currently bound color affects what color components are rendered from the texture. Every pixel in the texture that you're drawing is composed of 3 or 4 values. Red, Green, Blue and possibly an Alpha channel. Since you bind the color to red, and you do not change it before you draw the texture, OpenGL only draws the red component of each pixel within your texture. Thus, the Red component will be ranging from 0-1 in your texture, and the Green and Blue values will be staying at a constant 0.
To fix this, simply call glColor3f(1, 1, 1); After rendering the red rectangle. This will set the rendering color back to white (default) and therefore OpenGL will successfully draw all 3 color components of your texture pixels.
I hope that I've been clear and that this helps.
Good luck! :)
//SK

Moved renderer in lwjgl rendering

I have made a simple application in lwjgl and created simple gui. For now I have frame and panel. But there is a problem.
Because (Display 800x600) when I make panel on Panel(x,y,w,h) (0,0,64,64) everything works fine, but when I create it on other position (x,y where point 0,0 is in left upeper corner) it render moved panel.
The white space is my panel which should change color when I drag mouse on it. It is created on (417,417,64,64), but it's rendered on somethink like (90,90).
I have rendered fonts to show all of itss positions. The blue box I draw on this image is where it should be and it looks like there the panel is, because the white space is changing color when I drag mouse there, but this white space should be there.
My code looks like that:
I am adding all components to HashMap like Panels.
glColor3f(backgroundColor.getRed(), backgroundColor.getGreen(),
backgroundColor.getBlue());
if (hasFocus()) {
glColor3f(1f, 0f, 0f);
}
glPushMatrix();
glRecti(getX(), getY(), getWidth(), getHeight());
glPopMatrix();
And initGL method:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glScalef(1.0f, 1.0f, 1.0f);
glOrtho(0, 800, 600, 0, 1, -1);
glFrustum(-1, 1, -1, 1, 0.0, 40.0);
glViewport(0, 0, Display.getWidth(), Display.getHeight());
glMatrixMode(GL_MODELVIEW);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_SMOOTH);
glRecti doesn't work that way it expects the coordinates of the corners
so instead you should do:
glRecti(getX(), getY(), getX()+getWidth(), getY()+getHeight());

My Engine flickers when I try to render 2D and 3D

I am working with LWJGL to make a game. It's very basic. Before even implementing any sort of gpu rendering, or fancy model loaders, I wanted to make sure I could at least render 2D and 3D at the same time; My game has a gui while you walk around. Or at least, it is supposed to. Here is my initialization code; The flickering does not happen when I only render 3D.
public void clearGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glLoadIdentity();
}
public void init3D() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective((float) 68, Engine.size[0] / Engine.size[1], 0.3f, 1000);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
}
public void render3D(Camera c) {
init3D();
clearGL();
//Do translations here
glTranslatef(0f, -5f, 0f);
glColor3f(0, 1, 0);
glBegin(GL_QUADS);
glVertex3f(-50f, 0f, -50f);
glColor3f(0, 0, 1);
glVertex3f(50f, 0f, -50f);
glColor3f(1, 0, 0);
glVertex3f(50f, 0f, 50f);
glColor3f(0, 1, 1);
glVertex3f(-50f, 0f, 50f);
glEnd();
}
public void init2D() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, Engine.size[0], 0, Engine.size[1], -1, 1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glLoadIdentity();
}
public void render2D() {
init2D();
glBegin(GL_QUADS);
glVertex2f(0f, 50f);
glVertex2f(50f, 50f);
glVertex2f(50f, 0f);
glVertex2f(0f, 0f);
glPopMatrix();
}
I can tell its rendering at all because I am drawing a quad to represent the floor in JBullet. For some reason it is above the cameras head, but when I translate the camera up towards it it get's further away, which is why I translated the Camera to -5. That's another problem, for another day.
You should really consider disabling the depth test when you "switch" from 3D to 2D if you are going to draw at Z=0 (middle of your depth range). Half of the visible space in your 3D scene will potentially obstruct your 2D drawing if you do not do this. Alternatively, you could replace your glVertex2f (...) calls with glVertex3f (x,y, -1.0) to bring everything in 2D to the very front of the depth range.
But the really weird thing about all of this is the end of your render2D (...) function: You never call glEnd (...) and you pop a matrix that you appear never to have pushed. That is two sources of mismatched weirdness, either one of them could be causing your problem.

OpenGL: 2D Overlay is white over of 3D Scene

I'm trying to make a copy of MineCraft in Java using OpenGL (LWJGL). The problem I'm facing is that everything of my 2D overlay (aiming cross in the middle, menus, etc...) are all white. The 3D part of the game works great: every cube has a texture on each side.
But when I try to draw the overlay, as I said, every texture is white, but I can see the shape of it (because it has transparent areas). I'll add a picture of it.
(This is supposed to be the inventory)
As you can see, the overlay is completely white. And it should look like this:
I'm already searching the web for hours. Can't seem to find a solution.
This drives my crazy... I already searched for instructions of how to create a 2D overlay on a 3D scene, but they don't help either. So I though, I'll give StackOverflow a try.
Hopefully someone can help me?
Thanks for reading my question and for the (hopefully coming) answers!
Martijn
Here is the code:
Initialising OpenGL
public void initOpenGL() throws IOException
{
// init OpenGL
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 800, 600, 0, 1, 300);
glMatrixMode(GL_MODELVIEW);
float color = 0.9f;
glClearColor(color, color, color, color);
glEnable(GL_TEXTURE_2D);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_CULL_FACE);
glEnable(GL_FOG);
glFog(GL_FOG_COLOR, MineCraft.wrapDirect(color, color, color, 1.0f));
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, _configuration.getViewingDistance() * 0.8f);
glFogf(GL_FOG_END, _configuration.getViewingDistance());
glFogi(NVFogDistance.GL_FOG_DISTANCE_MODE_NV, NVFogDistance.GL_EYE_RADIAL_NV);
glHint(GL_FOG_HINT, GL_NICEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
Configuring the matrixes for drawing the overlay (Out of inspiration, I literally copied all the OpenGL calls for this method from BlockMania (another open-source MineCraft copy), which works great)
public void renderOverlay()
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
GLU.gluOrtho2D(0, conf.getWidth(), conf.getHeight(), 0);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_COLOR_MATERIAL);
glPushMatrix();
glLoadIdentity();
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/** RENDER **/
if (_activatedInventory != null)
{
_activatedInventory.renderInventory();
}
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
Drawing the texture itself:
public void renderInventory()
{
Configuration conf = Game.getInstance().getConfiguration();
glTranslatef(conf.getWidth() / 2.0f, conf.getHeight() / 2.0f, 0.0f);
glEnable(GL_TEXTURE_2D);
Texture tex = TextureStorage.getTexture("gui.inventory");
tex.bind(); // newdawn.slick (same library for my whole program, so this works)
float hw = 170; // half width
float hh = 163; // half height
Vector2f _texPosUpLeft = new Vector2f(3, 0);
Vector2f _texPosDownRight = new Vector2f(_texPosUpLeft.x + hw, _texPosUpLeft.y + hh);
_texPosUpLeft.x /= tex.getTextureWidth();
_texPosUpLeft.y /= tex.getTextureHeight();
_texPosDownRight.x /= tex.getTextureWidth();
_texPosDownRight.y /= tex.getTextureHeight();
glColor3f(1, 1, 1); // Changes this doesn't make any effect
glBegin(GL_QUADS);
glTexCoord2f(_texPosUpLeft.x, _texPosUpLeft.y);
glVertex2f(-hw, -hh);
glTexCoord2f(_texPosDownRight.x, _texPosUpLeft.y);
glVertex2f(hw, -hh);
glTexCoord2f(_texPosDownRight.x, _texPosDownRight.y);
glVertex2f(hw, hh);
glTexCoord2f(_texPosUpLeft.x, _texPosDownRight.y);
glVertex2f(-hw, hh);
glEnd();
}
(The texture pack I'm using is CUBISM1.00)
I found it!!
It was the fog. For one or another reason it looks like it thinks the overlay is out of sight and gives it the color of the fog. So, disabling the fog before rendering the overlay solved it.
glDisable(GL_FOG);
/* Render overlay here */
glEnable(GL_FOG);
If there are still people who read this, is this caused by matrix abuse or is this behaviour normal?

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