Table of Contents

Class RDPipelineDepthStencilState

Namespace
Godot
Assembly
GodotSharp.dll

RDPipelineDepthStencilState controls the way depth and stencil comparisons are performed when sampling those values using RenderingDevice.

public class RDPipelineDepthStencilState : RefCounted, IDisposable
Inheritance
RDPipelineDepthStencilState
Implements
Inherited Members

Constructors

RDPipelineDepthStencilState()

public RDPipelineDepthStencilState()

Properties

BackOpCompare

The method used for comparing the previous back stencil value and BackOpReference.

public RenderingDevice.CompareOperator BackOpCompare { get; set; }

Property Value

RenderingDevice.CompareOperator

BackOpCompareMask

Selects which bits from the back stencil value will be compared.

public uint BackOpCompareMask { get; set; }

Property Value

uint

BackOpDepthFail

The operation to perform on the stencil buffer for back pixels that pass the stencil test but fail the depth test.

public RenderingDevice.StencilOperation BackOpDepthFail { get; set; }

Property Value

RenderingDevice.StencilOperation

BackOpFail

The operation to perform on the stencil buffer for back pixels that fail the stencil test

public RenderingDevice.StencilOperation BackOpFail { get; set; }

Property Value

RenderingDevice.StencilOperation

BackOpPass

The operation to perform on the stencil buffer for back pixels that pass the stencil test.

public RenderingDevice.StencilOperation BackOpPass { get; set; }

Property Value

RenderingDevice.StencilOperation

BackOpReference

The value the previous back stencil value will be compared to.

public uint BackOpReference { get; set; }

Property Value

uint

BackOpWriteMask

Selects which bits from the back stencil value will be changed.

public uint BackOpWriteMask { get; set; }

Property Value

uint

DepthCompareOperator

The method used for comparing the previous and current depth values.

public RenderingDevice.CompareOperator DepthCompareOperator { get; set; }

Property Value

RenderingDevice.CompareOperator

DepthRangeMax

The maximum depth that returns true for EnableDepthRange.

public float DepthRangeMax { get; set; }

Property Value

float

DepthRangeMin

The minimum depth that returns true for EnableDepthRange.

public float DepthRangeMin { get; set; }

Property Value

float

EnableDepthRange

If true, each depth value will be tested to see if it is between DepthRangeMin and DepthRangeMax. If it is outside of these values, it is discarded.

public bool EnableDepthRange { get; set; }

Property Value

bool

EnableDepthTest

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).

public bool EnableDepthTest { get; set; }

Property Value

bool

EnableDepthWrite

If true, writes to the depth buffer whenever the depth test returns true. Only works when enable_depth_test is also true.

public bool EnableDepthWrite { get; set; }

Property Value

bool

EnableStencil

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.

public bool EnableStencil { get; set; }

Property Value

bool

FrontOpCompare

The method used for comparing the previous front stencil value and FrontOpReference.

public RenderingDevice.CompareOperator FrontOpCompare { get; set; }

Property Value

RenderingDevice.CompareOperator

FrontOpCompareMask

Selects which bits from the front stencil value will be compared.

public uint FrontOpCompareMask { get; set; }

Property Value

uint

FrontOpDepthFail

The operation to perform on the stencil buffer for front pixels that pass the stencil test but fail the depth test.

public RenderingDevice.StencilOperation FrontOpDepthFail { get; set; }

Property Value

RenderingDevice.StencilOperation

FrontOpFail

The operation to perform on the stencil buffer for front pixels that fail the stencil test.

public RenderingDevice.StencilOperation FrontOpFail { get; set; }

Property Value

RenderingDevice.StencilOperation

FrontOpPass

The operation to perform on the stencil buffer for front pixels that pass the stencil test.

public RenderingDevice.StencilOperation FrontOpPass { get; set; }

Property Value

RenderingDevice.StencilOperation

FrontOpReference

The value the previous front stencil value will be compared to.

public uint FrontOpReference { get; set; }

Property Value

uint

FrontOpWriteMask

Selects which bits from the front stencil value will be changed.

public uint FrontOpWriteMask { get; set; }

Property Value

uint

Methods

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool