Stencil reflection example.
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10
API.md
10
API.md
@@ -10789,6 +10789,16 @@ Set eyes view offsets matrices for stereo rendering
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---
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## OpenGL - Rendering
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---
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> RL.glClear( int mask )
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Clear buffers to preset values
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---
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## OpenGL - Frame Buffers
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---
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@@ -7588,6 +7588,13 @@ function RL.rlSetMatrixProjectionStereo( right, left ) end
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---@return any RL.rlSetMatrixViewOffsetStereo
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function RL.rlSetMatrixViewOffsetStereo( right, left ) end
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-- OpenGL - Rendering
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---Clear buffers to preset values
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---@param mask integer
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---@return any RL.glClear
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function RL.glClear( mask ) end
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-- OpenGL - Frame Buffers
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---Copy a block of pixels from one framebuffer object to another.
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@@ -39,7 +39,7 @@ DETAILED CHANGES:
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- ADDED: Raygui lib tree view.
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- ADDED: Raygui lib examples file browser.
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- CHANGE: Position argument added for GetCodepoint, GetCodepointNext and GetCodepointPrevious.
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- ADDED glEnable, glDisable and glGetString.
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- ADDED glEnable, glDisable, glGetString and glClear.
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------------------------------------------------------------------------
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Release: ReiLua version 0.7.0 Using Raylib 5.0 and Forked Raygui 4.0
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67
examples/stencil_reflection/main.lua
Normal file
67
examples/stencil_reflection/main.lua
Normal file
@@ -0,0 +1,67 @@
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-- Based on JeffM2501 stencil_reflection example for Raylib https://github.com/raylib-extras/examples-cpp/blob/main/stencil_reflection/main.cpp
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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Vec2 = require( "vector2" )
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Cam3D = require( "camera3d" )
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local monitor = 0
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local camera = Cam3D:new()
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function RL.init()
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RL.SetWindowTitle( "Stencil Reflection" )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
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local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
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local winSize = Vec2:new( RL.GetScreenSize() )
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RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
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camera:setPosition( { 0, 2, 6 } )
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camera:setTarget( { 0, 0, 0 } )
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camera:setUp( { 0, 1, 0 } )
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camera.mode = camera.MODES.ORBITAL
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end
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function RL.update( delta )
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camera:update( delta )
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if RL.IsKeyPressed( RL.KEY_SPACE ) then
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if camera.mode == camera.MODES.FREE then
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camera.mode = camera.MODES.FIRST_PERSON
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else
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camera.mode = camera.MODES.FREE
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end
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end
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end
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function RL.draw()
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RL.ClearBackground( RL.BLACK )
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camera:beginMode3D()
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RL.DrawCube( { 0, 0.5, 0 }, { 1, 1, 1 }, RL.DARKGREEN )
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RL.rlDrawRenderBatchActive()
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RL.glEnable( RL.GL_STENCIL_TEST )
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RL.glStencilFunc( RL.GL_ALWAYS, 1, 0xFF ) -- Set any stencil to 1
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RL.glStencilOp( RL.GL_KEEP, RL.GL_KEEP, RL.GL_REPLACE )
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RL.glStencilMask( 0xFF ) -- Write to stencil buffer.
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RL.rlDisableDepthMask()
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RL.glClear( RL.GL_STENCIL_BUFFER_BIT ) -- Clear stencil buffer (0 by default)
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RL.DrawPlane( { 0, 0, 0 }, { 3, 3 }, RL.DARKBLUE )
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RL.rlDrawRenderBatchActive()
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RL.glStencilFunc( RL.GL_EQUAL, 1, 0xFF ) -- Pass test if stencil value is 1.
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RL.glStencilMask( 0x00 ) -- Don't write anything to stencil buffer.
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RL.rlEnableDepthMask()
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RL.DrawCube( { 0, -0.5, 0 }, { 1, 1, 1 }, RL.ColorAlpha( RL.DARKGREEN, 0.5 ) )
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RL.rlDrawRenderBatchActive()
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RL.glDisable( RL.GL_STENCIL_TEST )
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camera:endMode3D()
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end
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@@ -1,5 +1,7 @@
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#pragma once
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/* Rendering. */
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int lglClear( lua_State* L );
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/* Frame Buffers. */
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int lglBlitFramebuffer( lua_State* L );
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/* State Management. */
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17
src/gl.c
17
src/gl.c
@@ -4,6 +4,23 @@
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#include "textures.h"
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#include "lgl.h"
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/*
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## OpenGL - Rendering
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*/
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/*
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> RL.glClear( int mask )
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Clear buffers to preset values
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*/
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int lglClear( lua_State* L ) {
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unsigned int mask = luaL_checkinteger( L, 1 );
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glClear( mask );
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return 0;
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}
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/*
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## OpenGL - Frame Buffers
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*/
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@@ -2298,6 +2298,8 @@ void luaRegister() {
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assingGlobalFunction( "rlSetMatrixViewOffsetStereo", lrlglSetMatrixViewOffsetStereo );
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/* OpenGL */
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/* Rendering. */
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assingGlobalFunction( "glClear", lglClear );
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/* Frame Buffers. */
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assingGlobalFunction( "glBlitFramebuffer", lglBlitFramebuffer );
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/* State Management. */
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