Revision Difference
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>