Revision Difference
render.SetStencilEnable#517462
<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>⤶
<output><image src="stencil_basic_clipping_result.jpg" alt="left|400px"/></output>⤶
</example>