////////////////////////////////////////////////////////////
// Headers
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#include <SFML/Graphics.hpp>

#include <cstdlib>


////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
    // Create the window of the application with a stencil buffer
    sf::RenderWindow window(sf::VideoMode({600, 600}),
                            "SFML Stencil",
                            sf::Style::Titlebar | sf::Style::Close,
                            sf::State::Windowed,
                            sf::ContextSettings{0 /* depthBits */, 8 /* stencilBits */});
    window.setVerticalSyncEnabled(true);

    sf::RectangleShape red({500, 50});
    red.setFillColor(sf::Color::Red);
    red.setPosition({270, 70});
    red.setRotation(sf::degrees(60));

    sf::RectangleShape green({500, 50});
    green.setFillColor(sf::Color::Green);
    green.setPosition({370, 100});
    green.setRotation(sf::degrees(120));

    sf::RectangleShape blue({500, 50});
    blue.setFillColor(sf::Color::Blue);
    blue.setPosition({550, 470});
    blue.setRotation(sf::degrees(180));

    while (window.isOpen())
    {
        // Handle events
        while (const std::optional event = window.pollEvent())
        {
            // Window closed: exit
            if (event->is<sf::Event::Closed>())
            {
                window.close();
                break;
            }
        }

        // When drawing using a 2D API, we normally resort to what is known as the "painter's algorithm".
        // Because our graphics primitives lack any depth information, objects that are drawn later in the frame will
        // overlap objects drawn earlier in the frame. This means that the objects have to be sorted from farthest to
        // closest and drawn in that order to appear correct.
        // This also means that objects cannot simultaneously be both "in front" and "behind" already drawn objects.

        // With the magic of the stencil buffer we can get around this rule. Much like the depth buffer in 3D applications
        // the stencil buffer holds additional information that informs the rendering pipeline about our intentions.
        // Unlike the depth buffer which requires that all drawn primitives contain depth information (e.g. in the form
        // of 3D vertices), the stencil buffer allows us to specify stencil values for whole primitives ourselves.

        // For every fragment/pixel that would be written to the screen, after the fragment shader is executed, the stencil
        // test is performed. First, the rendering pipeline will ask whether the pixel in question should even be kept or
        // discarded. This is known as the stencil test. In order to answer this question 2 integer values are compared
        // against each other, the value already in the screen stencil buffer corresponding to the pixel in question and
        // the new value of the incoming pixel to perform the test for. The value of the incoming pixel is known as the
        // reference value and can be set per draw operation when using the sfml-graphics drawing API. All mathematical
        // operations comparing 2 integers are supported: Less, LessEqual, Greater, GreaterEqual, Equal, NotEqual.
        // Additionally, 2 special comparisons are provided: Always and Never. Always will make sure the stencil test
        // will always pass, whereas Never will make sure the stencil test never passes. The incoming reference value
        // is compared to the stencil buffer value in the following order: (ReferenceValue Comparison BufferValue)
        // If the test evaluates to true, the pixel is kept, otherwise it is culled and will no longer contribute to
        // the frame in any way.

        // Once the stencil test passes, the value in the stencil buffer can be updated with a new value. The new value
        // is determined by the update operation and for the Replace operation the incoming reference value as well.
        // In the case of Increment, Decrement and Invert, the existing value in the stencil buffer is modified accordingly,
        // Invert will perform a bit-wise inversion of the integer value in the buffer. Keep will not modify the value
        // in the buffer whereas Zero will set it to 0. Replace will replace the value in the buffer with the incoming
        // reference value.

        // Like all data types, the stencil values in the stencil buffer have a finite bit width. Typically stencil buffers
        // with 8-bits are offered by the graphics implementation. In complex scenarios, we might want to partition our
        // bits up into multiple areas so a single stencil buffer value can be used for multiple purposes simultaneously.
        // For this purpose, we can specify a mask value that is bit-wise ANDed with both the incoming reference value
        // and the stencil buffer value before they are compared. For simple cases, a mask of ~0 (all 1s) can be used which
        // is the equivalent of disabling masking all together.

        // For certain effects, objects might have to be rendered multiple times. Once to establish the stencil value of
        // that object within the stencil buffer and another to draw the object itself including its texture/color. Drawing
        // objects with the sole purpose of updating stencil buffer values is also known as performing a stencil-only pass.
        // Skipping texturing and writes to the color buffer can save a lot of time depending on the object to be drawn.
        // StencilMode allows us to perform stencil-only drawing by setting the corresponding flag to true.

        // In this example, we demonstrate how can can draw 3 cyclically overlapping rectangles using the stencil buffer.
        // Without the stencil buffer, 1 of the rectangles would have to be precisely split along the edge of another
        // rectangle and both pieces would have to be drawn at different stages in the draw pass. This would not only be
        // almost impossible to compute to the required accuracy to mimic the GPU's vertex computations but splitting a
        // primitive up and drawing the pieces in seperate draw calls would introduce noticeable artifacts which would
        // reduce the overall quality of the output image.

        // To start with, we initialize the stencil buffer values for every pixel to 0 at the start of each frame. In
        // our draw calls we need to make sure that the stencil reference values of all objects will pass the test compared
        // to the initial buffer value. In the case of Always, the initial value is insignificant, when we use Greater we
        // make sure the reference value of 2 is greater than 0.

        // Clear the window color to black and the initial stencil buffer values to 0
        window.clear(sf::Color::Black, 0);

        // Draw rectangles

        // We draw the first rectangle with comparison set to always so that it will definitely draw and update (Replace)
        // the stencil buffer values of its pixels to the specified reference value.
        window.draw(red,
                    sf::StencilMode{sf::StencilComparison::Always, sf::StencilUpdateOperation::Replace, 3, ~0u, false});

        // Just like the first, we draw the second rectangle with comparison set to always so that it will definitely
        // draw and update (Replace) the stencil buffer values of its pixels to the specified reference value.
        // In the case of pixels overlapping the first rectangle, because we specify Always as the comparison, it is
        // as if we are drawing using the painter's algorithm, i.e. newer pixels overwrite older pixels.
        window.draw(green,
                    sf::StencilMode{sf::StencilComparison::Always, sf::StencilUpdateOperation::Replace, 1, ~0u, false});

        // Now comes the magic. We want to draw the third rectangle so it is behind i.e. does not overwrite pixels of the
        // first rectangle but in front of i.e. overwrites pixels of the second rectangle. We already set the reference
        // value of the first rectangle to 3 and the second rectangle to 1, so in order to be "between" them, this rectangle
        // has to have a reference value of 2. 2 is not greather than 3 so pixels of this rectangle will not overwrite pixels
        // of the first rectangle, however 2 is greater than 1 and thus pixels of this rectangle will overwrite pixels of the
        // second rectangle. The stencil update operation for this draw operation is not significant in any way since this is
        // the last draw call in the frame.
        window.draw(blue,
                    sf::StencilMode{sf::StencilComparison::Greater, sf::StencilUpdateOperation::Replace, 2, ~0u, false});

        // Display things on screen
        window.display();
    }

    return EXIT_SUCCESS;
}