/******************************************************************************************* * * 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 // 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 #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 #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; }