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render.ClearStencilBufferRectangle#561547

<function name="ClearStencilBufferRectangle" parent="render" type="libraryfunc"> <description> Sets the stencil value in a specified rect. Sets the Stencil Buffer value for every pixel in a given rectangle to a given value. This is **not** affected by <page>render.SetStencilWriteMask</page> ⤶ For more detailed information on the Stencil system, including usage examples, see the <page text="Stencils Render Reference">render_stencils</page> page⤶ </description> <realm>Client and Menu</realm> <args> <arg name="originX" type="number">X origin of the rectangle.</arg> <arg name="originY" type="number">Y origin of the rectangle.</arg> <arg name="endX" type="number">The end X coordinate of the rectangle.</arg>⤶ <arg name="endY" type="number">The end Y coordinate of the rectangle.</arg>⤶ <arg name="stencilValue" type="number">Value to set cleared stencil buffer to.</arg>⤶ <arg name="startX" type="number">The X coordinate of the top left corner of the rectangle to be cleared.</arg> <arg name="startY" type="number">The Y coordinate of the top left corner of the rectangle to be cleared.</arg> <arg name="endX" type="number">⤶ The X coordinate of the bottom right corner of the rectangle to be cleared. ⤶ **Note:** Unlike some other rectangle-based functions, this is **not** the width of the rectangle. </arg>⤶ <arg name="endY" type="number">⤶ The Y coordinate of the bottom right corner of the rectangle to be cleared. ⤶ **Note:** Unlike some other rectangle-based functions, this is **not** the height of the rectangle.⤶ </arg>⤶ <arg name="stencilValue" type="number">The Stencil Buffer value that all pixels within the rectangle will be set to.</arg>⤶ </args> </function> ⤶ <example>⤶ <description>A basic stencil operation that limits rendering to the centre of the screen (from ⤶ [Lex's Stencil Tutorial](https://github.com/Lexicality/stencil-tutorial)).</description>⤶ ⤶ <example name="Horizontal Wipe">⤶ <description>⤶ This example demonstrates using this function to perform a "wipe" transition between two drawn elements. ⤶ </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 ) -- Draw our entities. They will only draw in the area cleared above⤶ for _, ent in ipairs( ents.FindByClass( "sent_stencil_test" ) ) do⤶ ent:DrawModel() end⤶ -- Let everything render normally again⤶ render.SetStencilEnable( false ) end ) </code>⤶ <output><image src="stencil_basic_clipping_result.jpg" alt="left|400px"/></output>⤶ local COLOR_BLUE = Color( 65, 98, 214 ) local COLOR_RED = Color( 214, 44, 100 )⤶ ⤶ local colorMaterial = Material( "color" ) ⤶ hook.Add( "PostDrawTranslucentRenderables", "StencilExampleClearStencilBufferRectangle", function() -- Reset the Stencil system's settings⤶ render.SetStencilTestMask( 255 ) render.SetStencilWriteMask( 255 ) render.SetStencilFailOperation( STENCILOPERATION_KEEP ) render.SetStencilPassOperation( STENCILOPERATION_KEEP ) render.SetStencilZFailOperation( STENCILOPERATION_KEEP ) -- Reset all Stencil Buffer values to 0⤶ render.ClearStencil() -- Only pass pixels whose Stencil Buffer value equals the Stencil Reference value⤶ render.SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL ) -- We're going to mask everything to the left and right of this X coordinate⤶ -- It starts at the middle of the screen and moves back and forth thanks to math.sin⤶ local horizontalSplitX = ScrW()/2 + math.sin( CurTime() ) * ScrW()/8⤶ ⤶ -- Set the Stencil Buffer value for all pixels on the left side of the horizontal split to 1⤶ render.ClearStencilBufferRectangle( 0, 0, horizontalSplitX, ScrH(), 1 )⤶ ⤶ -- Set the Stencil Buffer value for all pixels on the right side of the horizontal split to 2⤶ render.ClearStencilBufferRectangle( horizontalSplitX, 0, ScrW(), ScrH(), 2 ) cam.Start2D()⤶ render.SetStencilEnable( true )⤶ ⤶ -- Only render on pixels whose Stencil Buffer value equals 1 (The left side) render.SetStencilReferenceValue( 1 )⤶ -- Draw a rectangle in the center of the screen, which will be masked to only the left half of the screen⤶ surface.SetDrawColor( COLOR_BLUE ) surface.SetMaterial( colorMaterial ) surface.DrawTexturedRectRotated( ScrW()/2, ScrH()/2, ScrW()/8, ScrW()/8, math.sin( CurTime() ) * 360 )⤶ ⤶ -- Only render on pixels whose Stencil Buffer value equals 2 (The right side)⤶ render.SetStencilReferenceValue( 2 )⤶ ⤶ -- Draw a rectangle in the center of the screen, which will be masked to only the right half of the screen⤶ surface.SetDrawColor( COLOR_RED )⤶ surface.DrawTexturedRectRotated( ScrW()/2, ScrH()/2, ScrW()/8, ScrW()/8, math.cos( CurTime() ) * 360 )⤶ ⤶ render.SetStencilEnable( false )⤶ cam.End2D()⤶ end ) </code>⤶ <output>⤶ ⤶ </output>⤶ </example>