-- 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