raylib/examples/others/other_stencil_buffer_portal_masking.c
PanicTitan f97f994512
New Examples
New examples showing a 3d portal effect, light bloom, texture decals that works on the web, drawing on textures
2026-08-04 23:49:18 -03:00

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C

/*******************************************************************************************
*
* raylib [other] example - 3d stencil buffer portal masking
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by PanicTitan (@PanicTitan) and reviewed by Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
#include <math.h>
// Standard OpenGL defines for Stencil Buffer and Face Culling
#ifndef GL_STENCIL_TEST
#define GL_STENCIL_TEST 0x0B90
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_CULL_FACE 0x0B44
#define GL_BACK 0x0405
#define GL_ALWAYS 0x0207
#define GL_EQUAL 0x0202
#define GL_REPLACE 0x1E01
#define GL_KEEP 0x1E00
#define GL_FALSE 0
#define GL_TRUE 1
#endif
// External OpenGL function declarations
#if defined(__cplusplus)
extern "C" {
#endif
RLAPI void glEnable(unsigned int cap);
RLAPI void glDisable(unsigned int cap);
RLAPI void glClear(unsigned int mask);
RLAPI void glStencilFunc(unsigned int func, int ref, unsigned int mask);
RLAPI void glStencilOp(unsigned int sfail, unsigned int dpfail, unsigned int dppass);
RLAPI void glColorMask(unsigned char red, unsigned char green, unsigned char blue, unsigned char alpha);
RLAPI void glDepthMask(unsigned char flag);
RLAPI void glCullFace(unsigned int mode);
#if defined(__cplusplus)
}
#endif
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static void DrawPortalMaskPlane(float width, float height);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 1280;
const int screenHeight = 720;
InitWindow(screenWidth, screenHeight, "raylib [rlgl] example - 3d stencil buffer portal");
// Camera to navigate the 3D world
Camera3D camera = { 0 };
camera.position = (Vector3){ 0.0f, 2.5f, 7.0f };
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
DisableCursor(); // Lock cursor for first-person free camera controls
SetTargetFPS(60); // Set target frame-rate
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FREE);
float time = (float)GetTime();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground((Color){ 15, 18, 26, 255 });
// 1. Render Real World (Outside Portal)
//------------------------------------------------------------------------------
BeginMode3D(camera);
DrawGrid(20, 1.0f);
// Real world side pillars
DrawCube((Vector3){ -3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, DARKGRAY);
DrawCubeWires((Vector3){ -3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, ORANGE);
DrawCube((Vector3){ 3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, DARKGRAY);
DrawCubeWires((Vector3){ 3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, ORANGE);
// Golden archway front frame
DrawCubeWires((Vector3){ 0.0f, 2.0f, 0.0f }, 3.2f, 4.2f, 0.2f, GOLD);
DrawCube((Vector3){ 0.0f, 0.05f, 0.0f }, 3.4f, 0.1f, 0.6f, MAROON);
// Solid back wall for the portal (visible when viewing from behind)
DrawCube((Vector3){ 0.0f, 2.0f, -0.05f }, 3.1f, 4.1f, 0.05f, DARKBLUE);
EndMode3D();
// Flush pending render batch before modifying OpenGL stencil state
rlDrawRenderBatchActive();
// 2. Stencil Mask Pass (Write Portal Doorway to Stencil Buffer)
//------------------------------------------------------------------------------
glEnable(GL_STENCIL_TEST);
glClear(GL_STENCIL_BUFFER_BIT); // Reset stencil mask buffer to 0
// Enable backface culling so the back of the portal plane does not register
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// Stencil settings: write '1' everywhere mask geometry is drawn
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
// Disable color and depth writes (mask geometry remains invisible)
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
BeginMode3D(camera);
// Draw single-sided 2D quad mask plane facing +Z
DrawPortalMaskPlane(3.0f, 4.0f);
EndMode3D();
rlDrawRenderBatchActive();
// Restore culling state
glDisable(GL_CULL_FACE);
// 3. Render Secret World (Only where Stencil == 1)
//------------------------------------------------------------------------------
// Restore color and depth writing
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
// Only render fragments where stencil buffer is equal to 1
glStencilFunc(GL_EQUAL, 1, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// Clear depth buffer in stencil region so inner geometry renders properly
glClear(GL_DEPTH_BUFFER_BIT);
BeginMode3D(camera);
// Secret world neon grid floor
DrawGrid(30, 0.8f);
// Floating pulsing core sphere inside alternate dimension
Vector3 corePos = { 0.0f, 2.0f + sinf(time * 2.5f) * 0.4f, -4.0f };
DrawSphere(corePos, 1.2f, PURPLE);
DrawSphereWires(corePos, 1.25f, 16, 16, MAGENTA);
// Orbiting green cubes in alternate dimension
for (int i = 0; i < 4; i++)
{
float angle = time * 1.5f + i * (PI / 2.0f);
Vector3 pos = {
sinf(angle) * 2.5f,
2.0f + cosf(time * 3.0f + i) * 0.5f,
-4.0f + cosf(angle) * 2.5f
};
DrawCube(pos, 0.5f, 0.5f, 0.5f, LIME);
DrawCubeWires(pos, 0.52f, 0.52f, 0.52f, DARKGREEN);
}
EndMode3D();
rlDrawRenderBatchActive();
// 4. Cleanup & 2D HUD Overlay
//------------------------------------------------------------------------------
glDisable(GL_STENCIL_TEST);
// Overlay HUD
DrawRectangle(15, 15, 420, 85, Fade(BLACK, 0.75f));
DrawRectangleLines(15, 15, 420, 85, GOLD);
DrawText("3D STENCIL PORTAL DEMO", 28, 25, 20, GOLD);
DrawText("Look through the golden arch into Dimension B", 28, 52, 14, RAYWHITE);
DrawText("Controls: Mouse to look | WASD / Keys to move", 28, 72, 12, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Draw a single 1-sided 2D quad plane facing +Z used for stencil masking
static void DrawPortalMaskPlane(float width, float height)
{
float hw = width / 2.0f;
rlBegin(RL_QUADS);
rlNormal3f(0.0f, 0.0f, 1.0f);
// Counter-Clockwise (CCW) vertex order = Front Face
rlVertex3f(-hw, 0.0f, 0.0f);
rlVertex3f( hw, 0.0f, 0.0f);
rlVertex3f( hw, height, 0.0f);
rlVertex3f(-hw, height, 0.0f);
rlEnd();
}