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render.SetStencilEnable#513021

<function name="SetStencilEnable" parent="render" type="libraryfunc">⤶ <description>⤶ Sets whether stencil tests are carried out for each rendered pixel.⤶ ⤶ Only pixels passing the stencil test are written to the render target.⤶ </description>⤶ <realm>Client</realm>⤶ <args>⤶ <arg name="newState" type="boolean">The new state.</arg>⤶ </args>⤶ </function>⤶ ⤶ <example>⤶ <description>A basic stencil operation that limits rendering to the centre of the screen</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 pairs( ents.FindByClass( "sent_stencil_test" ) ) do⤶ ent:DrawModel()⤶ end⤶ ⤶ -- Let everything render normally again⤶ render.SetStencilEnable( false )⤶ end )⤶ </code>⤶ <output></output>⤶ ⤶ </example>