Hello,
Below is my codes which works perfectly fine that I can select object with Stencil buffer.
[Vertex Shader]
#version 450 core
layout (location = 0) in vec3 aPos;
out vec4 aColor;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform vec4 color;
uniform float size;
void main() {
aColor = color;
gl_Position = projection * view * model * vec4(aPos, 1.0);
gl_PointSize = size;
}
[Fragment Shader]
#version 450 core
in vec4 aColor;
out vec4 FragColor;
void main() {
FragColor = aColor;
}
[Vertices and Indices]
float vertice[] = {
-0.2, 0.2, -0.2,
-0.2, 0.2, 0.2,
0.2, 0.2, -0.2,
0.2, 0.2, 0.2,
0.2, -0.2, -0.2,
0.2, -0.2, 0.2,
-0.2, -0.2, -0.2,
-0.2, -0.2, 0.2
};
unsigned int surfaceIncides[] = {
0, 3, 2,
3, 0, 1,
4, 7, 6,
7, 4, 5,
1, 5, 3,
5, 1, 7,
2, 6, 0,
6, 2, 4,
3, 4, 2,
4, 3, 5,
0, 7, 1,
7, 0, 6
};
unsigned int VBO, VAO;
GLuint surfaceEAB;
// VAO & VBO
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertice), vertice, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(0);
// EAB
glGenBuffers(1, &surfaceEAB);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surfaceEAB);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(surfaceIncides), surfaceIncides, GL_STATIC_DRAW);
[Drawing codes]
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// 1st cube
glStencilFunc(GL_ALWAYS, 1, -1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surfaceEAB);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
// 2nd cube
glStencilFunc(GL_ALWAYS, 2, -1);
// Draw points
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surfaceEAB);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
[Select object with Stencil buffer]
GLint viewport[4];
GLubyte color[4] = { 0, };
GLfloat depth;
GLuint index;
glGetIntegerv(GL_VIEWPORT, viewport);
glReadPixels(x, viewport[3] - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, color);
glReadPixels(x, viewport[3] - y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
glReadPixels(x, viewport[3] - y, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_INT, &index);
glm::vec4 views = glm::vec4(0, 0, WindowWidth, WindowHeight);
glm::vec3 wincoord = glm::vec3(x, WindowHeight - y - 1, depth);
glm::vec3 glCoord = glm::unProject(wincoord, view, prjMatrix, views);
printf("Clicked on pixel %.2f, %.2f, color %02hhx%02hhx%02hhx%02hhx, depth %f, stencil index %u\nCoordinates in object space: %f, %f, %f\n", x, y, color[0], color[1], color[2], color[3], depth, index, glCoord.x, glCoord.y, glCoord.z);
However when the drawing goes with Textures/Lightings, I can’t seemed to select object with Stencil buffer, below is what I’ve tried so far.
[Vertex Shader]
#version 450 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main() {
vs_out.FragPos = vec3(model * vec4(aPos, 1.0));
vs_out.TexCoords = aTexCoords;
mat3 normalMatrix = transpose(inverse(mat3(model)));
vs_out.Normal = normalize(normalMatrix * aNormal);
gl_Position = projection * view * model * vec4(aPos, 1.0);
}
[Fragment Shader]
#version 450 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BrightColor;
in VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
} fs_in;
struct Light {
vec3 Position;
vec3 Color;
};
uniform Light lights[4];
uniform sampler2D diffuseTexture;
uniform vec3 viewPos;
out vec4 FragColor;
void main() {
vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
vec3 normal = normalize(fs_in.Normal);
// Ambient
vec3 ambient = 0.0 * color;
// Lighting
vec3 lighting = vec3(0.0);
vec3 viewDir = normalize(viewPos - fs_in.FragPos);
for (int i = 0; i < 4; i++) {
// Diffuse
vec3 lightDir = normalize(lights[i].Position - fs_in.FragPos);
float diff = max(dot(lightDir, normal), 0.0);
vec3 result = lights[i].Color * diff * color;
// Attenuation (use quadratic as we have gamma correction)
float distance = length(fs_in.FragPos - lights[i].Position);
result *= 1.0 / (distance * distance);
lighting += result;
}
vec3 result = ambient + lighting;
// Check whether result is higher than some threshold, if so, output as bloom threshold color
float brightness = dot(result, vec3(0.2126, 0.7152, 0.0722));
if (brightness > 1.0)
BrightColor = vec4(result, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
FragColor = vec4(result, 1.0);
}
[Vertices]
float vertices[] = {
// back face // noarmal // texture
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
// front face
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
// left face
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
// right face
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
// bottom face
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
// top face
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(VAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
[Drawing codes]
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Bind Texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
// 1st cube
glStencilFunc(GL_ALWAYS, 1, -1);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
// 2nd cube
glStencilFunc(GL_ALWAYS, 2, -1);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
[Select object with Stencil buffer]
GLint viewport[4];
GLubyte color[4] = { 0, };
GLfloat depth;
GLuint index;
glGetIntegerv(GL_VIEWPORT, viewport);
glReadPixels(x, viewport[3] - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, color);
glReadPixels(x, viewport[3] - y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
glReadPixels(x, viewport[3] - y, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_INT, &index);
glm::vec4 views = glm::vec4(0, 0, WindowWidth, WindowHeight);
glm::vec3 wincoord = glm::vec3(x, WindowHeight - y - 1, depth);
glm::vec3 glCoord = glm::unProject(wincoord, view, prjMatrix, views);
printf("Clicked on pixel %.2f, %.2f, color %02hhx%02hhx%02hhx%02hhx, depth %f, stencil index %u\nCoordinates in object space: %f, %f, %f\n", x, y, color[0], color[1], color[2], color[3], depth, index, glCoord.x, glCoord.y, glCoord.z);
What I get is always the last index of object whatever I select from, can anyone help me to fix my issue?
Thanks a lot!