...
glClearStencil(0);
...
Be aware that glClearStencil()
just sets a bit of state and doesn't actually clear the stencil buffer.
Try adding a glClear( GL_STENCIL_BUFFER_BIT )
somewhere before each polygon.
EDIT: Like this:
#include <GL/glut.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <vector>
std::vector< glm::vec2 > pts;
bool leftHeld = true;
glm::vec2* dragPt = NULL;
void mouse( int button, int state, int x, int y )
{
glm::vec2 pt( x, glutGet( GLUT_WINDOW_HEIGHT ) - y );
// left mouse button starts dragging a point
dragPt = NULL;
leftHeld = false;
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN )
{
leftHeld = true;
size_t minIdx = 0;
for( size_t i = 0; i < pts.size(); ++i )
{
float newDist = glm::distance( pt, pts[ i ] );
float oldDist = glm::distance( pt, pts[ minIdx ] );
if( newDist <= oldDist && newDist < 15.0f )
{
minIdx = i;
dragPt = &pts[ minIdx ];
}
}
}
// middle mouse button clears all points
if( button == GLUT_MIDDLE_BUTTON && state == GLUT_UP )
{
pts.clear();
}
// right mouse button adds a point
if( button == GLUT_RIGHT_BUTTON && state == GLUT_UP )
{
pts.push_back( pt );
}
glutPostRedisplay();
}
void motion( int x, int y )
{
glm::vec2 pt( x, glutGet( GLUT_WINDOW_HEIGHT ) - y );
if( dragPt && leftHeld )
{
*dragPt = pt;
glutPostRedisplay();
}
}
void glLine( const std::vector< glm::vec2 >& line, GLenum mode )
{
glBegin( mode );
for( size_t i = 0; i < line.size(); ++i )
{
glVertex2f( line[i].x, line[i].y );
}
glEnd();
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
glOrtho( 0, w, 0, h, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// draw polygon
glClear( GL_STENCIL_BUFFER_BIT );
{
// fill stencil buffer
glEnable( GL_STENCIL_TEST );
glColorMask( GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE );
glStencilOp( GL_KEEP, GL_KEEP, GL_INVERT );
glStencilFunc( GL_ALWAYS, 0x1, 0x1 );
glBegin( GL_TRIANGLES );
for( size_t i = 1; i+1 < pts.size(); ++i )
{
glVertex2fv( glm::value_ptr( pts[ 0 ] ) );
glVertex2fv( glm::value_ptr( pts[ i ] ) );
glVertex2fv( glm::value_ptr( pts[ i+1 ] ) );
}
glEnd();
// fill color buffer
glColor3ub( 0, 128, 0 );
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
glStencilFunc( GL_EQUAL, 0x1, 0x1 );
glBegin( GL_TRIANGLES );
for( size_t i = 1; i+1 < pts.size(); ++i )
{
glVertex2fv( glm::value_ptr( pts[ 0 ] ) );
glVertex2fv( glm::value_ptr( pts[ i ] ) );
glVertex2fv( glm::value_ptr( pts[ i+1 ] ) );
}
glEnd();
glDisable( GL_STENCIL_TEST );
}
// draw polygon boundary
glLineWidth( 1 );
glColor3ub( 255, 255, 255 );
glLine( pts, GL_LINE_LOOP );
// draw vertexes
glPointSize( 9 );
glColor3ub( 255, 0, 0 );
glLine( pts, GL_POINTS );
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE | GLUT_STENCIL );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "GLUT" );
glutMouseFunc( mouse );
glutMotionFunc( motion );
glutDisplayFunc( display );
glutMainLoop();
return 0;
}