RDPipelineDepthStencilState
继承: RefCounted
< Object
Pipeline depth/stencil state (used by RenderingDevice
).
描述
RDPipelineDepthStencilState controls the way depth and stencil comparisons are performed when sampling those values using RenderingDevice
.
属性
属性说明
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.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。