{- Stencil.hs (adapted from stencil.c which is (c) Silicon Graphics, Inc.) Copyright (c) Sven Panne 2002-2006 This file is part of HOpenGL and distributed under a BSD-style license See the file libraries/GLUT/LICENSE 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. -} import System.Exit ( exitWith, ExitCode(ExitSuccess) ) import Graphics.UI.GLUT data DisplayLists = DisplayLists { yellowMat, blueMat :: DisplayList } myInit :: IO DisplayLists myInit = do y <- defineNewList Compile $ do materialDiffuse Front $= Color4 0.7 0.7 0 1 materialSpecular Front $= Color4 1 1 1 1 materialShininess Front $= 64 b <- defineNewList Compile $ do materialDiffuse Front $= Color4 0.1 0.1 0.7 1 materialSpecular Front $= Color4 0.1 1 1 1 materialShininess Front $= 45 position (Light 0) $= Vertex4 1 1 1 0 light (Light 0) $= Enabled lighting $= Enabled depthFunc $= Just Less clearStencil $= 0 stencilTest $= Enabled return $ DisplayLists { yellowMat = y, blueMat = b } -- Draw a sphere in a diamond-shaped section in the middle of a window with 2 -- torii. display :: DisplayLists -> DisplayCallback display displayLists = do clear [ ColorBuffer, DepthBuffer ] -- draw blue sphere where the stencil is 1 stencilFunc $= (Equal, 1, 1) stencilOp $= (OpKeep, OpKeep, OpKeep) callList (blueMat displayLists) renderObject Solid (Sphere' 0.5 15 15) -- resolve overloading, not needed in "real" programs let rotatef = rotate :: GLfloat -> Vector3 GLfloat -> IO () -- draw the tori where the stencil is not 1 stencilFunc $= (Notequal, 1, 1) preservingMatrix $ do rotatef 45 (Vector3 0 0 1) rotatef 45 (Vector3 0 1 0) callList (yellowMat displayLists) renderObject Solid (Torus 0.275 0.85 15 15) preservingMatrix $ do rotatef 90 (Vector3 1 0 0) renderObject Solid (Torus 0.275 0.85 15 15) flush -- Whenever the window is reshaped, redefine the coordinate system and redraw -- the stencil area. reshape :: ReshapeCallback reshape size@(Size w h) = do viewport $= (Position 0 0, size) -- create a diamond shaped stencil area matrixMode $= Projection loadIdentity let wf = fromIntegral w hf = fromIntegral h if w <= h then ortho2D (-3) 3 (-3*hf/wf) (3*hf/wf) else ortho2D (-3*wf/hf) (3*wf/hf) (-3) 3 matrixMode $= Modelview 0 loadIdentity -- resolve overloading, not needed in "real" programs let vertex2f = vertex :: Vertex2 GLfloat -> IO () translatef = translate :: Vector3 GLfloat -> IO () clear [ StencilBuffer ] stencilFunc $= (Always, 1, 1) stencilOp $= (OpReplace, OpReplace, OpReplace) renderPrimitive Quads $ do vertex2f (Vertex2 (-1) 0) vertex2f (Vertex2 0 1) vertex2f (Vertex2 1 0) vertex2f (Vertex2 0 (-1)) matrixMode $= Projection loadIdentity perspective 45 (wf/hf) 3 7 matrixMode $= Modelview 0 loadIdentity translatef (Vector3 0 0 (-5)) keyboard :: KeyboardMouseCallback keyboard (Char '\27') Down _ _ = exitWith ExitSuccess keyboard _ _ _ _ = return () -- Main Loop: Be certain to request stencil bits. main :: IO () main = do (progName, _args) <- getArgsAndInitialize initialDisplayMode $= [ SingleBuffered, RGBMode, WithDepthBuffer, WithStencilBuffer ] initialWindowSize $= Size 400 400 initialWindowPosition $= Position 100 100 _ <- createWindow progName displayLists <- myInit reshapeCallback $= Just reshape keyboardMouseCallback $= Just keyboard displayCallback $= display displayLists mainLoop