scissor shapes
There is no browser build of this example yet.
Is it the same as C?
- Desktop:verified The Zig version renders a final frame that is byte-identical to the C example.
- Browser:not checked yet The browser comparison does not cover this example yet.
//! raylib [others] example - scissor shapes
//!
//! Zig-API translation of examples/others/gl_scissor_shapes.c (raylib 6.2).
//! Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2026 David Buzatto (@davidbuzatto)
const rl = @import("raylib");
// 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.
const gl = struct {
const stencil_buffer_bit: u32 = 0x00000400;
const stencil_test: u32 = 0x0B90;
const always: u32 = 0x0207;
const equal: u32 = 0x0202;
const keep: u32 = 0x1E00;
const replace: u32 = 0x1E01;
extern "c" fn glClear(mask: u32) void;
extern "c" fn glEnable(cap: u32) void;
extern "c" fn glDisable(cap: u32) void;
extern "c" fn glStencilMask(mask: u32) void;
extern "c" fn glStencilFunc(func: u32, ref: i32, mask: u32) void;
extern "c" fn glStencilOp(sfail: u32, dpfail: u32, dppass: u32) void;
};
/// `mask` is any value with a `draw()` method, so the clip region can be any
/// combination of draw* calls (circle, polygon, text, several shapes together).
fn beginScissorModeShape(mask: anytype) void {
rl.gl.drawRenderBatchActive(); // Flush before touching stencil state
gl.glClear(gl.stencil_buffer_bit);
gl.glEnable(gl.stencil_test);
gl.glStencilMask(0xFF);
// Pass 1: rasterize the mask into the stencil buffer only, no color write
rl.gl.colorMask(false, false, false, false);
gl.glStencilFunc(gl.always, 1, 0xFF);
gl.glStencilOp(gl.replace, gl.replace, gl.replace);
mask.draw();
rl.gl.drawRenderBatchActive(); // Flush the mask draw
// Pass 2: subsequent draws only survive where the stencil was written
rl.gl.colorMask(true, true, true, true);
gl.glStencilFunc(gl.equal, 1, 0xFF);
gl.glStencilOp(gl.keep, gl.keep, gl.keep);
}
fn endScissorModeShape() void {
rl.gl.drawRenderBatchActive();
gl.glDisable(gl.stencil_test);
}
// Two example mask shapes, drawn in WHITE (the color is irrelevant here,
// only the stencil write from pass 1 matters)
const CircleMask = struct {
center: rl.Vector2,
radius: f32,
fn draw(m: CircleMask) void {
rl.drawCircleV(m.center, m.radius, .white);
}
};
const PolyMask = struct {
center: rl.Vector2,
radius: f32,
sides: i32,
fn draw(m: PolyMask) void {
rl.drawPoly(m.center, m.sides, m.radius, 0.0, .white);
}
};
pub fn main() void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [others] example - scissor shapes");
defer rl.closeWindow(); // Close window and OpenGL context
var circle_center: rl.Vector2 = .{ .x = screen_width / 2.0 - 120, .y = screen_height / 2.0 };
const hex_center: rl.Vector2 = .{ .x = screen_width / 2.0 + 120, .y = screen_height / 2.0 };
const mask_radius: f32 = 100.0;
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
circle_center.y = screen_height / 2.0 + @sin(@as(f32, @floatCast(rl.getTime()))) * 40.0;
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
// Circle-shaped clip: the full-screen rectangle only shows inside the circle
beginScissorModeShape(CircleMask{ .center = circle_center, .radius = mask_radius });
rl.drawRectangle(0, 0, screen_width, screen_height, .blue);
endScissorModeShape();
// Hexagon-shaped clip: same mechanism, a different mask shape
beginScissorModeShape(PolyMask{ .center = hex_center, .radius = mask_radius, .sides = 6 });
rl.drawRectangle(0, 0, screen_width, screen_height, .orange);
endScissorModeShape();
rl.drawText("BeginScissorMode() only clips to a rectangle (glScissor)", 10, 10, 10, .dark_gray);
rl.drawText("This clips to arbitrary shapes instead, using the stencil buffer", 10, 25, 10, .dark_gray);
}
}/*******************************************************************************************
*
* 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;
}From raylib 6.2. The original on GitHub.