RDPipelineDepthStencilState ​
Inherits: RefCounted < Object
Pipeline depth/stencil state (used by RenderingDevice).
Description
RDPipelineDepthStencilState controls the way depth and stencil comparisons are performed when sampling those values using RenderingDevice.
Properties
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Property Descriptions
CompareOperator back_op_compare = 7 🔗
void set_back_op_compare(value: CompareOperator)
CompareOperator get_back_op_compare()
The method used for comparing the previous back stencil value and back_op_reference.
int back_op_compare_mask = 0 🔗
Selects which bits from the back stencil value will be compared.
StencilOperation back_op_depth_fail = 1 🔗
void set_back_op_depth_fail(value: StencilOperation)
StencilOperation get_back_op_depth_fail()
The operation to perform on the stencil buffer for back pixels that pass the stencil test but fail the depth test.
StencilOperation back_op_fail = 1 🔗
void set_back_op_fail(value: StencilOperation)
StencilOperation get_back_op_fail()
The operation to perform on the stencil buffer for back pixels that fail the stencil test
StencilOperation back_op_pass = 1 🔗
void set_back_op_pass(value: StencilOperation)
StencilOperation get_back_op_pass()
The operation to perform on the stencil buffer for back pixels that pass the stencil test.
int back_op_reference = 0 🔗
The value the previous back stencil value will be compared to.
int back_op_write_mask = 0 🔗
Selects which bits from the back stencil value will be changed.
CompareOperator depth_compare_operator = 7 🔗
void set_depth_compare_operator(value: CompareOperator)
CompareOperator get_depth_compare_operator()
The method used for comparing the previous and current depth values.
float depth_range_max = 0.0 🔗
The maximum depth that returns true for enable_depth_range.
float depth_range_min = 0.0 🔗
The minimum depth that returns true for enable_depth_range.
bool enable_depth_range = false 🔗
If true
, each depth value will be tested to see if it is between depth_range_min and depth_range_max. If it is outside of these values, it is discarded.
bool enable_depth_test = false 🔗
If true
, enables depth testing which allows objects to be automatically occluded by other objects based on their depth. This also allows objects to be partially occluded by other objects. If false
, objects will appear in the order they were drawn (like in Godot's 2D renderer).
bool enable_depth_write = false 🔗
If true
, writes to the depth buffer whenever the depth test returns true. Only works when enable_depth_test is also true.
bool enable_stencil = false 🔗
If true
, enables stencil testing. There are separate stencil buffers for front-facing triangles and back-facing triangles. See properties that begin with "front_op" and properties with "back_op" for each.
CompareOperator front_op_compare = 7 🔗
void set_front_op_compare(value: CompareOperator)
CompareOperator get_front_op_compare()
The method used for comparing the previous front stencil value and front_op_reference.
int front_op_compare_mask = 0 🔗
Selects which bits from the front stencil value will be compared.
StencilOperation front_op_depth_fail = 1 🔗
void set_front_op_depth_fail(value: StencilOperation)
StencilOperation get_front_op_depth_fail()
The operation to perform on the stencil buffer for front pixels that pass the stencil test but fail the depth test.
StencilOperation front_op_fail = 1 🔗
void set_front_op_fail(value: StencilOperation)
StencilOperation get_front_op_fail()
The operation to perform on the stencil buffer for front pixels that fail the stencil test.
StencilOperation front_op_pass = 1 🔗
void set_front_op_pass(value: StencilOperation)
StencilOperation get_front_op_pass()
The operation to perform on the stencil buffer for front pixels that pass the stencil test.
int front_op_reference = 0 🔗
The value the previous front stencil value will be compared to.
int front_op_write_mask = 0 🔗
Selects which bits from the front stencil value will be changed.