I need to clip a few hundred objects under a clipping plane in OpenGL ES 2.0 and would appreciate ideas from people more experienced with this subset of OpenGL.
In OpenGL ES 1.x there is glClipPlane. On the desktop you have glClipPlane, or gl_ClipDistance in your shader. Neither of these two are available in OpenGL ES 2.0. It seems that this kind of functionality disappeared completely with 2.0.
It seems the only way to do this is either A) run the plane equation in the fragment shader, or B) write a very complex vertex shader that positions vertices on the plane if they are behind it.
(A) would be slow compared to glClipPlane, since "regular" clipping is done after the vertex shader and before the fragment shader, each fragment would still have to be partially processed and discarded.
(B) would be very hard to make compatible between shaders, since we can't discard vertices we have to align them with the plane and adjust attributes for those that are "cut". It's not possible to interpolate between vertices in the shader without sending all vertices in a texture and sample it, which would be extremely expensive. Often it would probably be impossible to interpolate the data correcly anyway.
I've also thought of aligning the near plane with the clipping plane which would be an efficient solution.
And drawing a plane after rendering the whole scene and checking for depth-fail will not work either (unless you are looking close to perpendicular to the plane).
What works for a single object is to draw the plane to the depth buffer and then render the object with glDepthFunc(GL_GREATER), but as expected it does not work when one of the objects is behind another. I tried to build on to this concept but eventually ended up with something very similar to shadow volumes and just as expensive.
So what am I missing? How would you do plane clipping in OpenGL ES 2.0?
Since the extension EXT_clip_cull_distance is not available in OpenGL ES 2.0 (because for this extension is OpenGL ES 3.0 is required), clipping has to be emulated. It can be emulated in the fragment shader, by discarding fragments. See Fragment Shader - Special operations.
See also OpenGL ES Shading Language 1.00 Specification; 6.4 Jumps; page 58:
A shader program which emulates
gl_ClipDistance
may look like this:Vertex shader:
Fragment shader:
The following WebGL example demonstrates this. Note, the WebGL 1.0 context conforms closely to the OpenGL ES 2.0 API.
Here is two solutions I've found on Vuforia SDK forums.
Using shaders by Harri Smatt:
Using quad in depth buffer by Alessandro Boccalatte:
I don't know if this applies to OpenGL ES, but OpenGL has the gl_ClipDistance varying output enabled by glEnable(GL_CLIP_DISTANCE0). Once enabled, the primitive is clipped such that gl_ClipDistance[0] >= 0 after the vertex and geometry shaders.
The clip distance can be specified as just a dot product with a world-space plane equation:
http://github.prideout.net/clip-planes/
Apparently I was on to something when I attempted to do clipping using the projection matrix. Exactly how to do this is described in this paper I found: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
I hope this will help other people who are looking to do this.