我一直在尝试让模板测试在我的 OpenTK 2D 游戏中工作,但没有成功 - 我只想在模板缓冲区中绘制低于 1 值的纹理部分。花了很长时间阅读模板及其工作原理,但在 c# 中找不到单个示例。下面的代码是我尝试从下面的链接移植代码:
这是: http: //pastebin.com/vJFumvQz
但我根本没有蒙版,只有蓝色内的绿色矩形。我怀疑我需要以某种方式初始化缓冲区?任何帮助将不胜感激。
public class StencilTest : GameWindow
{
int stencilBuffer;
public StencilTest() :
base(1, 1, GraphicsMode.Default, "Stencil test")
{
Width = 1500;
Height = 800;
VSync = VSyncMode.On;
GL.ClearColor(Color4.Red);
ClientSize = new Size(1500, 800);
this.Location = new System.Drawing.Point(100,300);
GL.Viewport(0, 0, Width, Height);
GL.GenRenderbuffers(1, out stencilBuffer);
GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.Depth24Stencil8, 1500, 800);
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, stencilBuffer);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.StencilBufferBit);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(-10, 10, -10, 10, -1, 1);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
GL.Disable(EnableCap.StencilTest);
GL.StencilMask(0x0);
draw_background();
GL.Enable(EnableCap.StencilTest);
GL.StencilMask(0x1);
GL.StencilFunc(StencilFunction.Always, 0x1, 0x1);
GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
GL.ColorMask(false, false, false, false);
GL.DepthMask(false);
draw_triangle();
GL.StencilMask(0x1);
GL.StencilFunc(StencilFunction.Notequal, 0x1, 0x1);
GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Keep);
GL.ColorMask(true, true, true, true);
GL.DepthMask(true);
draw_blue_square();
SwapBuffers();
base.OnRenderFrame(e);
}
void draw_background()
{
//big blue square
GL.Color4(Color4.Blue);
GL.Begin(PrimitiveType.Quads);
GL.Vertex3(5, 5, 0);
GL.Vertex3(-5, 5, 0);
GL.Vertex3(-5, -5, 0);
GL.Vertex3(5, -5, 0);
GL.End();
}
void draw_triangle()
{
/* transparent triangle */
GL.Color3(Color.White);
GL.Begin(PrimitiveType.Triangles);
GL.Vertex3(-4, -4, 0);
GL.Vertex3(4, -4, 0);
GL.Vertex3(0, 4, 0);
GL.End();
}
void draw_blue_square()
{
/* blue square */
GL.Color4(Color4.Green);
GL.Begin(PrimitiveType.Quads);
GL.Vertex3(3, 3, 0);
GL.Vertex3(-3, 3, 0);
GL.Vertex3(-3, -3, 0);
GL.Vertex3(3, -3, 0);
GL.End();
}
}