Revision Difference
render.SetStencilEnable#561465
<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>⤶
Enables or disables the Stencil system for future draw operations.
⤶
While enabled, all pixels affected by draw operations will have their corresponding values in the active <page text="Render Target's">render_rendertargets</page> Stencil Buffer compared against the current <page text="Reference Value">render.SetStencilReferenceValue</page> and their current Depth Buffer value compared against the depth of the corresponding pixel from the draw operation.
Depending on the outcomes of these comparisons, one of either the <page text="Pass">render.SetStencilPassOperation</page>, <page text="Fail">render.SetStencilFailOperation</page>, or <page text="Z-Fail">render.SetStencilZFailOperation</page> operations is performed on the pixel's Stencil Buffer value. ⤶
A pixel will only be updated in the active <page text="Render Target">render_rendertargets</page> if the <page text="Pass Operation">render.SetStencilPassOperation</page> is performed.⤶
⤶
For more detailed information on the Stencil system, including usage examples, see the <page text="Stencils Render Reference">render_stencils</page> page⤶
⤶
<note>The Stencil system's configuration does **not** reset automatically. ⤶
To prevent unexpected behavior, always manually ensure that the Stencil system is configured appropriately for your use-case after enabling it.</note>⤶
⤶
</description>⤶
<realm>Client and Menu</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 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>⤶
</example>