Revision Difference
render.ClearBuffersObeyStencil#561503
<function name="ClearBuffersObeyStencil" parent="render" type="libraryfunc">
<description>Clears the portion of the active Render Target that passes the current stencil buffer conditions.</description>⤶
<description>⤶
Tests every pixel of the active <page text="Render Target">render_rendertargets</page> against the current Stencil configuration and sets the Color Channel values and, optionally, the Depth Buffer values for every pixel that passes.⤶
⤶
For more detailed information on the Stencil system, including usage examples, see the <page text="Stencils Render Reference">render_stencils</page> page⤶
⤶
<note>⤶
This function does **not** clear the Stencil Buffer on its own. ⤶
If you would like to clear the Stencil Buffer, you will need to set the <page text="Pass Operation">render.SetStencilPassOperation</page> to <page text="STENCILOPERATION_ZERO">Enums/STENCILOPERATION</page>⤶
</note> ⤶
</description>⤶
<realm>Client and Menu</realm>
<args>
<arg name="r" type="number">Value of the **red** channel to clear the current rt with.</arg>⤶
<arg name="g" type="number">Value of the **green** channel to clear the current rt with.</arg>⤶
<arg name="b" type="number">Value of the **blue** channel to clear the current rt with.</arg>⤶
<arg name="a" type="number">Value of the **alpha** channel to clear the current rt with.</arg>
<arg name="depth" type="boolean">Clear the depth buffer.</arg>⤶
<arg name="red" type="number">⤶
The red Color Channel value for each pixel that is cleared. ⤶
Must be an integer value in the range 0-255 (`byte`)⤶
</arg>
<arg name="green" type="number">⤶
The green Color Channel value for each pixel that is cleared. ⤶
Must be an integer value in the range 0-255 (`byte`)⤶
</arg>⤶
<arg name="blue" type="number">⤶
The blue Color Channel value for each pixel that is cleared. ⤶
Must be an integer value in the range 0-255 (`byte`)⤶
</arg>⤶
<arg name="alpha" type="number">⤶
The alpha (translucency) Color Channel value for each pixel that is cleared. ⤶
Must be an integer value in the range 0-255 (`byte`)⤶
</arg>⤶
<arg name="clearDepth" type="boolean">⤶
If true, reset the Depth Buffer values.⤶
</arg>⤶
</args>
</function>
<example>
<description>Clearing a section of the screen via the stencil buffer (from
[Lex's Stencil Tutorial](https://github.com/Lexicality/stencil-tutorial)).</description>
<code>
hook.Add( "PostDrawOpaqueRenderables", "Stencil Tutorial Example", function()
-- Reset everything to known good
render.SetStencilWriteMask( 0xFF )
render.SetStencilTestMask( 0xFF )
render.SetStencilReferenceValue( 0 )
render.SetStencilCompareFunction( STENCIL_ALWAYS )
render.SetStencilPassOperation( STENCIL_KEEP )
render.SetStencilFailOperation( STENCIL_KEEP )
render.SetStencilZFailOperation( STENCIL_KEEP )
render.ClearStencil()
-- Enable stencils
render.SetStencilEnable( true )
-- Set the reference value to 1. This is what the compare function tests against
render.SetStencilReferenceValue( 1 )
-- Refuse to write things to the screen unless that pixel's value is 1
render.SetStencilCompareFunction( STENCIL_EQUAL )
-- Write a 1 to the centre third of the screen. Because we cleared it earlier, everything is currently 0
local w, h = ScrW() / 3, ScrH() / 3
local x_start, y_start = w, h
local x_end, y_end = x_start + w, y_start + h
render.ClearStencilBufferRectangle( x_start, y_start, x_end, y_end, 1 )
-- Tell the render library to clear the screen, but obeying the stencil test function.
-- This means it will only clear the centre third.
render.ClearBuffersObeyStencil( 0, 148, 133, 255, false )
-- Let everything render normally again
render.SetStencilEnable( false )
end )
</code>
<output><image src="clearbuffersobeystencil.jpg" alt="800px"/></output>
</example>