I am trying to figure out a way to cut out a certain region of a background texture such that a certain custom pattern is not rendered on the screen for that background. For example:
This square can be any pattern. I am using Frame Buffer Object and Stencil Buffer to achieve this kind of effect. Here is the code:
However this is not working at all. How am I supposed to do this using Stencil Buffers? I am also facing some difficulty understanding glStencilFunc and glStencilOp. It would be very helpful if anyone can shed some light on these two.Code :fbo.begin(); //Disables ColorMask and DepthMask so that all the rendering is done on the Stencil Buffer Gdx.gl20.glColorMask(false, false, false, false); Gdx.gl20.glDepthMask(false); Gdx.gl20.glEnable(GL20.GL_STENCIL_TEST); Gdx.gl20.glStencilFunc(GL20.GL_ALWAYS, 1, 0xFFFFFFFF); Gdx.gl20.glStencilOp(GL20.GL_REPLACE, GL20.GL_REPLACE, GL20.GL_REPLACE); stage.getSpriteBatch().begin(); rHeart.draw(stage.getSpriteBatch(), 1); //Draws the required pattern on the stencil buffer //Enables the ColorMask and DepthMask to resume normal rendering Gdx.gl20.glColorMask(true, true, true, true); Gdx.gl20.glDepthMask(true); Gdx.gl20.glStencilFunc(GL20.GL_EQUAL, 1, 0xFFFFFFFF); Gdx.gl20.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_KEEP); background.draw(stage.getSpriteBatch(), 1); //Draws the background such that the background is not rendered on the required pattern, leaving that area black. stage.getSpriteBatch().end(); Gdx.gl20.glDisable(GL20.GL_STENCIL_TEST); fbo.end();
I have also tried producing this effect using glColorMask but to no avail. The following code should produce a heart with a hollow square (But is not). Here is the code for that procedure:
Code :Gdx.gl20.glClearColor(0, 0, 0, 0); stage.draw(); FrameBuffer.clearAllFrameBuffers(Gdx.app); fbo1.begin(); Gdx.gl20.glClearColor(0, 0, 0, 0); batch.begin(); rubber.draw(batch, 0); Gdx.gl20.glColorMask(false, false, false, true); coverHeart.draw(batch, 1); Gdx.gl20.glColorMask(true, true, true, false); batch.end(); fbo1.end(); toDrawHeart = new Image(new TextureRegion(fbo1.getColorBufferTexture())); batch.begin(); toDrawHeart.draw(batch, 1); batch.end();
Note: I am using the libgdx library.



