Revision Difference
render.SetStencilFailOperation#561565
<function name="SetStencilFailOperation" parent="render" type="libraryfunc">
<description>
Sets the operation to be performed on the stencil buffer values if the compare function was not successful.
Note that this takes place **before** depth testing.⤶
Sets the <page text="Stencil Operation">Enums/STENCILOPERATION</page> that will be performed on the Stencil Buffer values of pixels affected by draw operations if the <page text="Compare Function">render.SetStencilCompareFunction</page> did **not** <page text="Pass">render.SetStencilPassOperation</page> the pixel.
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="failOperation" type="number">Fail operation function, see <page>Enums/STENCILOPERATION</page>.</arg>⤶
<arg name="failOperation" type="Enums/STENCILOPERATION">⤶
The Stencil Operation to be performed if the Compare Function does not Pass a pixel.⤶
</arg>⤶
</args>
</function>
⤶
<example>⤶
<description>⤶
This is one of the most useful things stencils can do - not render something to the screen and then allow you to draw with the shape it would have been if it **had** rendered.⤶
⤶
You can see in the output screenshot that a partially obscured entity will still write its entire shape to the stencil buffer.⤶
⤶
From [Lex's Stencil Tutorial](https://github.com/Lexicality/stencil-tutorial).⤶
</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 )⤶
-- Only draw things if their pixels are currently 1. Currently this is nothing.⤶
render.SetStencilCompareFunction( STENCIL_EQUAL )⤶
-- If something fails to draw to the screen, set the pixels it would have drawn to 1⤶
-- This includes if it's behind something.⤶
render.SetStencilFailOperation( STENCIL_REPLACE )⤶
⤶
-- Draw our entities. They will not draw, because everything is 0⤶
for _, ent in ipairs( ents.FindByClass( "prop_physics" ) ) do⤶
ent:DrawModel()⤶
end⤶
⤶
-- If we were to re-draw our entities, we'd see them, but otherwise they're invisible.⤶
-- If we flush the screen, we can show the "holes" they've left in the stencil buffer⤶
render.ClearBuffersObeyStencil( 0, 148, 133, 255, false )⤶
⤶
-- Let everything render normally again⤶
render.SetStencilEnable( false )⤶
end )⤶
</code>⤶
<output><image src="basic_fail_operation.jpg" alt="800px"/></output>⤶
</example>⤶
<image src="b2b4c/8dc4ea6db700938.png" size="76553" name="FailOperationFlowChart.png" />