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