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authorjussi2024-04-15 21:57:32 +0300
committerjussi2024-04-15 21:57:32 +0300
commit41b67398247d9031aed4ca6e3ffd6799ec8b1bca (patch)
tree3b89a6f190d77b3c682aec9e61c1f96ebe0497a1 /examples
parent3aecd6dd990c4bba1b79f350970093409d1697ac (diff)
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Stencil reflection example.
Diffstat (limited to 'examples')
-rw-r--r--examples/stencil_reflection/main.lua67
1 files changed, 67 insertions, 0 deletions
diff --git a/examples/stencil_reflection/main.lua b/examples/stencil_reflection/main.lua
new file mode 100644
index 0000000..9b57a47
--- /dev/null
+++ b/examples/stencil_reflection/main.lua
@@ -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