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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
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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