Revision Difference
render.SetStencilTestMask#518086
<function name="SetStencilTestMask" parent="render" type="libraryfunc">
<description>Sets the unsigned 8-bit test bitflag mask to be used for any stencil testing.</description>
<realm>Client</realm>
<args>
<arg name="mask" type="number">The mask bitflag.</arg>
</args>
</function>
<example>
<description>A brief demonstration of masks</description>
<code>
hook.Add( "PostDrawOpaqueRenderables", "Stencil Tutorial Example", function()
--<page>
To understand this tutorial you need to already understand the basics
of binary and bitwise operations.
It would also help to understand hexadecimal notation, since Lua
doesn't have a bitmask input, but I will include binary notation in
comments to help.
--</page>
-- 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 )
-- Force everything to fail
render.SetStencilCompareFunction( STENCIL_NEVER )
-- Save all the things we don't draw
render.SetStencilFailOperation( STENCIL_REPLACE )
-- Set the reference value to 00011100
render.SetStencilReferenceValue( 0x1C )
-- Set the write mask to 01010101
-- Any writes to the stencil buffer will be bitwise ANDed with this mask.
-- With our current reference value, the result will be 00010100.
render.SetStencilWriteMask( 0x55 )
-- Fail to draw our entities.
for _, ent in pairs( ents.FindByClass( "sent_stencil_test" ) ) do
ent:DrawModel()
end
-- Set the test mask to 11110011.
-- Any time a pixel is read out of the stencil buffer it will be bitwise ANDed with this mask.
render.SetStencilTestMask( 0xF3 )
-- Set the reference value to 00011100 & 01010101 & 11110011
-- Set the reference value to 00011100 & 01010101 & 11110011
render.SetStencilReferenceValue( 0x10 )
-- Pass if the masked buffer value matches the unmasked reference value
render.SetStencilCompareFunction( STENCIL_EQUAL )
-- Draw our entities
render.ClearBuffersObeyStencil( 0, 148, 133, 255, false );
-- Let everything render normally again
render.SetStencilEnable( false )
end )
</code>
</example>
<example>
<description>A somewhat more complicated mask example</description>
<code>
hook.Add( "PostDrawOpaqueRenderables", "Stencil Tutorial Example", function()
--<page>
To understand this tutorial you need to already understand the basics
of binary and bitwise operations.
It would also help to understand hexadecimal notation, since Lua
doesn't have a bitmask input, but I will include binary notation in
comments to help.
--</page>
-- 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 )
-- Only write to the upper 4 bits of the stencil buffer
render.SetStencilWriteMask( 0xF0 )
-- Wipe the stencil buffer to be 0001111. This is not affected by the write mask.
render.ClearStencilBufferRectangle( 0, 0, ScrW(), ScrH(), 0x0F )
-- Always fail
render.SetStencilCompareFunction( STENCIL_NEVER )
-- Don't read any bits from the stencil buffer
render.SetStencilTestMask( 0x00 )
-- When an operation fails, read the current value from the stencil buffer, add
-- one to it and then write it back to the buffer
-- This is not affected by the test mask, but it is affected by the write mask
-- This means we will read 00001111, then write 00010000.
-- However, due to the write mask, this won't affect the last four bits already
-- in the buffer, resulting in 00011111.
render.SetStencilFailOperation( STENCIL_INCR )
-- Add something interesting to the stencil buffer
for _, ent in pairs( ents.FindByClass( "sent_stencil_test" ) ) do
ent:DrawModel()
end
-- Go back to reading the full value from the stencil buffer
render.SetStencilTestMask( 0xFF )
-- Set the reference value to 00011111
render.SetStencilReferenceValue( 0x1F )
-- Render the result
render.SetStencilCompareFunction( STENCIL_EQUAL )
render.ClearBuffersObeyStencil( 0, 148, 133, 255, false );
-- Let everything render normally again
render.SetStencilEnable( false )
end )
</code>
</example>