render.ClearBuffersObeyStencil

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 render.ClearBuffersObeyStencil( )

Contents

Description

Clears the current rendertarget for obeying the current stencil buffer conditions.

Arguments

number r

Value of the red channel to clear the current rt with.

Arguments

number g

Value of the green channel to clear the current rt with.

Arguments

number b

Value of the blue channel to clear the current rt with.

Arguments

number a

Value of the alpha channel to clear the current rt with.

Arguments

boolean depth

Clear the depth buffer.

Examples

Example

Clearing a section of the screen via the stencil buffer

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 )

	-- Tell the render library to clear the screen, but obeying the stencil test function.
	-- This means it will only clear the centre third.
	render.ClearBuffersObeyStencil(0, 148, 133, 255, false);

	-- Let everything render normally again
	render.SetStencilEnable( false )
end )

Output:

clearbuffersobeystencil.jpg
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