Revision Difference
render.ClearStencilBufferRectangle#561548
<function name="ClearStencilBufferRectangle" parent="render" type="libraryfunc">
<description>
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="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>
<arg name="stencilBufferValue" type="number">The Stencil Buffer value that all pixels within the rectangle will be set to.</arg>
</args>
</function>
<example name="Horizontal Wipe">
<description>
This example demonstrates using this function to perform a "wipe" transition between two drawn elements.
</description>
<code>
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>