Stencil reflection example.

This commit is contained in:
jussi
2024-04-15 21:57:32 +03:00
parent 3aecd6dd99
commit 41b6739824
7 changed files with 106 additions and 1 deletions

10
API.md
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@@ -10789,6 +10789,16 @@ Set eyes view offsets matrices for stereo rendering
---
## OpenGL - Rendering
---
> RL.glClear( int mask )
Clear buffers to preset values
---
## OpenGL - Frame Buffers
---

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@@ -7588,6 +7588,13 @@ function RL.rlSetMatrixProjectionStereo( right, left ) end
---@return any RL.rlSetMatrixViewOffsetStereo
function RL.rlSetMatrixViewOffsetStereo( right, left ) end
-- OpenGL - Rendering
---Clear buffers to preset values
---@param mask integer
---@return any RL.glClear
function RL.glClear( mask ) end
-- OpenGL - Frame Buffers
---Copy a block of pixels from one framebuffer object to another.

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@@ -39,7 +39,7 @@ DETAILED CHANGES:
- ADDED: Raygui lib tree view.
- ADDED: Raygui lib examples file browser.
- CHANGE: Position argument added for GetCodepoint, GetCodepointNext and GetCodepointPrevious.
- ADDED glEnable, glDisable and glGetString.
- ADDED glEnable, glDisable, glGetString and glClear.
------------------------------------------------------------------------
Release: ReiLua version 0.7.0 Using Raylib 5.0 and Forked Raygui 4.0

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@@ -0,0 +1,67 @@
-- Based on JeffM2501 stencil_reflection example for Raylib https://github.com/raylib-extras/examples-cpp/blob/main/stencil_reflection/main.cpp
package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Vec2 = require( "vector2" )
Cam3D = require( "camera3d" )
local monitor = 0
local camera = Cam3D:new()
function RL.init()
RL.SetWindowTitle( "Stencil Reflection" )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
local winSize = Vec2:new( RL.GetScreenSize() )
RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
camera:setPosition( { 0, 2, 6 } )
camera:setTarget( { 0, 0, 0 } )
camera:setUp( { 0, 1, 0 } )
camera.mode = camera.MODES.ORBITAL
end
function RL.update( delta )
camera:update( delta )
if RL.IsKeyPressed( RL.KEY_SPACE ) then
if camera.mode == camera.MODES.FREE then
camera.mode = camera.MODES.FIRST_PERSON
else
camera.mode = camera.MODES.FREE
end
end
end
function RL.draw()
RL.ClearBackground( RL.BLACK )
camera:beginMode3D()
RL.DrawCube( { 0, 0.5, 0 }, { 1, 1, 1 }, RL.DARKGREEN )
RL.rlDrawRenderBatchActive()
RL.glEnable( RL.GL_STENCIL_TEST )
RL.glStencilFunc( RL.GL_ALWAYS, 1, 0xFF ) -- Set any stencil to 1
RL.glStencilOp( RL.GL_KEEP, RL.GL_KEEP, RL.GL_REPLACE )
RL.glStencilMask( 0xFF ) -- Write to stencil buffer.
RL.rlDisableDepthMask()
RL.glClear( RL.GL_STENCIL_BUFFER_BIT ) -- Clear stencil buffer (0 by default)
RL.DrawPlane( { 0, 0, 0 }, { 3, 3 }, RL.DARKBLUE )
RL.rlDrawRenderBatchActive()
RL.glStencilFunc( RL.GL_EQUAL, 1, 0xFF ) -- Pass test if stencil value is 1.
RL.glStencilMask( 0x00 ) -- Don't write anything to stencil buffer.
RL.rlEnableDepthMask()
RL.DrawCube( { 0, -0.5, 0 }, { 1, 1, 1 }, RL.ColorAlpha( RL.DARKGREEN, 0.5 ) )
RL.rlDrawRenderBatchActive()
RL.glDisable( RL.GL_STENCIL_TEST )
camera:endMode3D()
end

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@@ -1,5 +1,7 @@
#pragma once
/* Rendering. */
int lglClear( lua_State* L );
/* Frame Buffers. */
int lglBlitFramebuffer( lua_State* L );
/* State Management. */

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@@ -4,6 +4,23 @@
#include "textures.h"
#include "lgl.h"
/*
## OpenGL - Rendering
*/
/*
> RL.glClear( int mask )
Clear buffers to preset values
*/
int lglClear( lua_State* L ) {
unsigned int mask = luaL_checkinteger( L, 1 );
glClear( mask );
return 0;
}
/*
## OpenGL - Frame Buffers
*/

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@@ -2298,6 +2298,8 @@ void luaRegister() {
assingGlobalFunction( "rlSetMatrixViewOffsetStereo", lrlglSetMatrixViewOffsetStereo );
/* OpenGL */
/* Rendering. */
assingGlobalFunction( "glClear", lglClear );
/* Frame Buffers. */
assingGlobalFunction( "glBlitFramebuffer", lglBlitFramebuffer );
/* State Management. */