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
BackOpCompareMask
Selects which bits from the back stencil value will be compared.
public uint BackOpCompareMask { get; set; }
Property Value
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
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
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
BackOpReference
The value the previous back stencil value will be compared to.
public uint BackOpReference { get; set; }
Property Value
BackOpWriteMask
Selects which bits from the back stencil value will be changed.
public uint BackOpWriteMask { get; set; }
Property Value
DepthCompareOperator
The method used for comparing the previous and current depth values.
public RenderingDevice.CompareOperator DepthCompareOperator { get; set; }
Property Value
DepthRangeMax
The maximum depth that returns true for EnableDepthRange.
public float DepthRangeMax { get; set; }
Property Value
DepthRangeMin
The minimum depth that returns true for EnableDepthRange.
public float DepthRangeMin { get; set; }
Property Value
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
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
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
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
FrontOpCompare
The method used for comparing the previous front stencil value and FrontOpReference.
public RenderingDevice.CompareOperator FrontOpCompare { get; set; }
Property Value
FrontOpCompareMask
Selects which bits from the front stencil value will be compared.
public uint FrontOpCompareMask { get; set; }
Property Value
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
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
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
FrontOpReference
The value the previous front stencil value will be compared to.
public uint FrontOpReference { get; set; }
Property Value
FrontOpWriteMask
Selects which bits from the front stencil value will be changed.
public uint FrontOpWriteMask { get; set; }
Property Value
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_nameName of the method to check for.
Returns
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_nameName of the signal to check for.
Returns
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_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.