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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "RDPipelineDepthStencilState" inherits= "RefCounted" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Pipeline depth/stencil state (used by [RenderingDevice]).
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</brief_description>
<description >
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[RDPipelineDepthStencilState] controls the way depth and stencil comparisons are performed when sampling those values using [RenderingDevice].
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</description>
<tutorials >
</tutorials>
<members >
<member name= "back_op_compare" type= "int" setter= "set_back_op_compare" getter= "get_back_op_compare" enum= "RenderingDevice.CompareOperator" default= "7" >
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The method used for comparing the previous back stencil value and [member back_op_reference].
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</member>
<member name= "back_op_compare_mask" type= "int" setter= "set_back_op_compare_mask" getter= "get_back_op_compare_mask" default= "0" >
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Selects which bits from the back stencil value will be compared.
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</member>
<member name= "back_op_depth_fail" type= "int" setter= "set_back_op_depth_fail" getter= "get_back_op_depth_fail" enum= "RenderingDevice.StencilOperation" default= "1" >
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The operation to perform on the stencil buffer for back pixels that pass the stencil test but fail the depth test.
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</member>
<member name= "back_op_fail" type= "int" setter= "set_back_op_fail" getter= "get_back_op_fail" enum= "RenderingDevice.StencilOperation" default= "1" >
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The operation to perform on the stencil buffer for back pixels that fail the stencil test.
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</member>
<member name= "back_op_pass" type= "int" setter= "set_back_op_pass" getter= "get_back_op_pass" enum= "RenderingDevice.StencilOperation" default= "1" >
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The operation to perform on the stencil buffer for back pixels that pass the stencil test.
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</member>
<member name= "back_op_reference" type= "int" setter= "set_back_op_reference" getter= "get_back_op_reference" default= "0" >
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The value the previous back stencil value will be compared to.
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</member>
<member name= "back_op_write_mask" type= "int" setter= "set_back_op_write_mask" getter= "get_back_op_write_mask" default= "0" >
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Selects which bits from the back stencil value will be changed.
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</member>
<member name= "depth_compare_operator" type= "int" setter= "set_depth_compare_operator" getter= "get_depth_compare_operator" enum= "RenderingDevice.CompareOperator" default= "7" >
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The method used for comparing the previous and current depth values.
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</member>
<member name= "depth_range_max" type= "float" setter= "set_depth_range_max" getter= "get_depth_range_max" default= "0.0" >
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The maximum depth that returns true for [member enable_depth_range].
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</member>
<member name= "depth_range_min" type= "float" setter= "set_depth_range_min" getter= "get_depth_range_min" default= "0.0" >
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The minimum depth that returns true for [member enable_depth_range].
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</member>
<member name= "enable_depth_range" type= "bool" setter= "set_enable_depth_range" getter= "get_enable_depth_range" default= "false" >
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If [code]true[/code], each depth value will be tested to see if it is between [member depth_range_min] and [member depth_range_max]. If it is outside of these values, it is discarded.
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</member>
<member name= "enable_depth_test" type= "bool" setter= "set_enable_depth_test" getter= "get_enable_depth_test" default= "false" >
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If [code]true[/code], 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 [code]false[/code], objects will appear in the order they were drawn (like in Godot's 2D renderer).
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</member>
<member name= "enable_depth_write" type= "bool" setter= "set_enable_depth_write" getter= "get_enable_depth_write" default= "false" >
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If [code]true[/code], writes to the depth buffer whenever the depth test returns true. Only works when enable_depth_test is also true.
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</member>
<member name= "enable_stencil" type= "bool" setter= "set_enable_stencil" getter= "get_enable_stencil" default= "false" >
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If [code]true[/code], 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.
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</member>
<member name= "front_op_compare" type= "int" setter= "set_front_op_compare" getter= "get_front_op_compare" enum= "RenderingDevice.CompareOperator" default= "7" >
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The method used for comparing the previous front stencil value and [member front_op_reference].
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</member>
<member name= "front_op_compare_mask" type= "int" setter= "set_front_op_compare_mask" getter= "get_front_op_compare_mask" default= "0" >
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Selects which bits from the front stencil value will be compared.
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</member>
<member name= "front_op_depth_fail" type= "int" setter= "set_front_op_depth_fail" getter= "get_front_op_depth_fail" enum= "RenderingDevice.StencilOperation" default= "1" >
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The operation to perform on the stencil buffer for front pixels that pass the stencil test but fail the depth test.
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</member>
<member name= "front_op_fail" type= "int" setter= "set_front_op_fail" getter= "get_front_op_fail" enum= "RenderingDevice.StencilOperation" default= "1" >
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The operation to perform on the stencil buffer for front pixels that fail the stencil test.
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</member>
<member name= "front_op_pass" type= "int" setter= "set_front_op_pass" getter= "get_front_op_pass" enum= "RenderingDevice.StencilOperation" default= "1" >
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The operation to perform on the stencil buffer for front pixels that pass the stencil test.
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</member>
<member name= "front_op_reference" type= "int" setter= "set_front_op_reference" getter= "get_front_op_reference" default= "0" >
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The value the previous front stencil value will be compared to.
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</member>
<member name= "front_op_write_mask" type= "int" setter= "set_front_op_write_mask" getter= "get_front_op_write_mask" default= "0" >
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Selects which bits from the front stencil value will be changed.
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</member>
</members>
</class>