I'm looking for a solution to implement alpha masking with stencil buffer in libgdx with open gles 2.0.
I have managed to implement simple alpha masking with stencil buffer and shaders, where if alpha channel of fragment is greater then some specified value it gets discarted. That works fine.
The problem is when I want to use some gradient image mask, or fethered png mask, I don't get what I wanned (I get "filled" rectangle mask with no alpha channel), instead I want smooth fade out mask.
I know that the problem is that in stencil buffer there are only 0s and 1s, but I want to write to stencil some other values, that represent actual alpha value of fragment that passed in fragment shader, and to use that value from stencil to somehow do some blending. I hope that I've explained what I want to get, actually if it's possible.
I've recently started playing with OpenGL ES, so I still have some misunderstandings.
My questions is: How to setup and stencil buffer to store values other then 0s and 1s, and how to use that values later for alpha masking?
Tnx in advance.
This is currently my stencil setup:
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_STENCIL_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
// setup drawing to stencil buffer
Gdx.gl20.glEnable(GL20.GL_STENCIL_TEST);
Gdx.gl20.glStencilFunc(GL20.GL_ALWAYS, 0x1, 0xffffffff);
Gdx.gl20.glStencilOp(GL20.GL_REPLACE, GL20.GL_REPLACE, GL20.GL_REPLACE);
Gdx.gl20.glColorMask(false, false, false, false);
Gdx.gl20.glDepthMask(false);
spriteBatch.setShader(shaderStencilMask);
spriteBatch.begin();
// push to the batch
spriteBatch.draw(Assets.instance.actor1, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2, Assets.instance.actor1.getRegionWidth(), Assets.instance.actor1.getRegionHeight());
spriteBatch.end();
// fix stencil buffer, enable color buffer
Gdx.gl20.glColorMask(true, true, true, true);
Gdx.gl20.glDepthMask(true);
Gdx.gl20.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_KEEP);
// draw where pattern has NOT been drawn
Gdx.gl20.glStencilFunc(GL20.GL_EQUAL, 0x1, 0xff);
decalBatch.add(decal);
decalBatch.flush();
Gdx.gl20.glDisable(GL20.GL_STENCIL_TEST);
decalBatch.add(decal2);
decalBatch.flush();