[examples] Add core_scissor_shape (#6032)

* [examples] Add core_scissor_shape

Clip drawing to an arbitrary shape using the stencil buffer, since
BeginScissorMode() only supports axis-aligned rectangles.

* [examples] Rename to gl_scissor_shapes.c

Rename core_scissor_shape to gl_scissor_shapes, move to others. Per @raysan5's review feedback on the PR: keep OpenGL-facing examples
under examples/others, consistent with rlgl_standalone and
raylib_opengl_interop, to avoid multi-platform/build-system issues.
This commit is contained in:
David Buzatto
2026-08-11 13:33:25 -03:00
committed by GitHub
parent f28c2221cc
commit 1225932449
2 changed files with 153 additions and 0 deletions

View File

@@ -0,0 +1,153 @@
/*******************************************************************************************
*
* raylib [others] example - scissor shapes
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 6.0
*
* Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2026 David Buzatto (@davidbuzatto)
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
#include <math.h> // Required for: sinf()
// BeginScissorMode() only clips to an axis-aligned rectangle, since it maps
// directly to glScissor. Clipping to an arbitrary shape (the same idea as
// Graphics2D.setClip(Shape) in Java2D) needs the stencil buffer instead:
// the clip shape is rasterized into the stencil buffer first, then further
// draws are only let through where the stencil was written.
//
// rlgl has no stencil wrapper (see raysan5/raylib discussion #2964), so this
// example calls the handful of OpenGL 1.0 stencil functions directly - they
// don't need glad/extension loading, same as glScissor doesn't.
#if defined(__APPLE__)
#include <OpenGL/gl.h>
#else
#if !defined(APIENTRY)
#if defined(_WIN32)
#define APIENTRY __stdcall
#else
#define APIENTRY
#endif
#endif
#if !defined(WINGDIAPI) && defined(_WIN32)
#define WINGDIAPI __declspec(dllimport)
#endif
#include <GL/gl.h>
#endif
// mask is a callback instead of a fixed shape, so the clip region can be any
// combination of Draw* calls (circle, polygon, text, several shapes together)
typedef void (*ScissorMaskDrawFunc)(void *userData);
static void BeginScissorModeShape(ScissorMaskDrawFunc mask, void *userData)
{
rlDrawRenderBatchActive(); // Flush before touching stencil state
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilMask(0xFF);
// Pass 1: rasterize the mask into the stencil buffer only, no color write
rlColorMask(false, false, false, false);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
mask(userData);
rlDrawRenderBatchActive(); // Flush the mask draw
// Pass 2: subsequent draws only survive where the stencil was written
rlColorMask(true, true, true, true);
glStencilFunc(GL_EQUAL, 1, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
static void EndScissorModeShape(void)
{
rlDrawRenderBatchActive();
glDisable(GL_STENCIL_TEST);
}
// Two example mask shapes, drawn in WHITE (the color is irrelevant here,
// only the stencil write from pass 1 matters)
typedef struct { Vector2 center; float radius; } CircleMask;
static void DrawCircleMask(void *userData)
{
CircleMask *m = (CircleMask *)userData;
DrawCircleV(m->center, m->radius, WHITE);
}
typedef struct { Vector2 center; float radius; int sides; } PolyMask;
static void DrawPolyMask(void *userData)
{
PolyMask *m = (PolyMask *)userData;
DrawPoly(m->center, m->sides, m->radius, 0.0f, WHITE);
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [others] example - scissor shapes");
Vector2 circleCenter = { screenWidth/2.0f - 120, screenHeight/2.0f };
Vector2 hexCenter = { screenWidth/2.0f + 120, screenHeight/2.0f };
float maskRadius = 100.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
circleCenter.y = screenHeight/2.0f + sinf((float)GetTime())*40.0f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Circle-shaped clip: the full-screen rectangle only shows inside the circle
CircleMask circleMask = { circleCenter, maskRadius };
BeginScissorModeShape(DrawCircleMask, &circleMask);
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
EndScissorModeShape();
// Hexagon-shaped clip: same mechanism, a different mask shape
PolyMask hexMask = { hexCenter, maskRadius, 6 };
BeginScissorModeShape(DrawPolyMask, &hexMask);
DrawRectangle(0, 0, screenWidth, screenHeight, ORANGE);
EndScissorModeShape();
DrawText("BeginScissorMode() only clips to a rectangle (glScissor)", 10, 10, 10, DARKGRAY);
DrawText("This clips to arbitrary shapes instead, using the stencil buffer", 10, 25, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB