RDPipelineDepthStencilState
Pipeline depth/stencil state (used by RenderingDevice
).
class RDPipelineDepthStencilState
RDPipelineDepthStencilState
controls the way depth and stencil comparisons are performed when sampling those values using RenderingDevice
.
Superclasses
class RefCounted
Base class for reference-counted objects.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Type members
Instance members
var backOpCompare: RenderingDevice.CompareOperator
The method used for comparing the previous back stencil value and
backOpReference
.var backOpCompareMask: UInt32
Selects which bits from the back stencil value will be compared.
var backOpDepthFail: RenderingDevice.StencilOperation
The operation to perform on the stencil buffer for back pixels that pass the stencil test but fail the depth test.
var backOpFail: RenderingDevice.StencilOperation
The operation to perform on the stencil buffer for back pixels that fail the stencil test
var backOpPass: RenderingDevice.StencilOperation
The operation to perform on the stencil buffer for back pixels that pass the stencil test.
var backOpReference: UInt32
The value the previous back stencil value will be compared to.
var backOpWriteMask: UInt32
Selects which bits from the back stencil value will be changed.
var depthCompareOperator: RenderingDevice.CompareOperator
The method used for comparing the previous and current depth values.
var depthRangeMax: Double
The maximum depth that returns true for
enableDepthRange
.var depthRangeMin: Double
The minimum depth that returns true for
enableDepthRange
.var enableDepthRange: Bool
If
true
, each depth value will be tested to see if it is betweendepthRangeMin
anddepthRangeMax
. If it is outside of these values, it is discarded.var enableDepthTest: Bool
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. Iffalse
, objects will appear in the order they were drawn (like in Godot’s 2D renderer).var enableDepthWrite: Bool
If
true
, writes to the depth buffer whenever the depth test returns true. Only works when enable_depth_test is also true.var enableStencil: Bool
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.var frontOpCompare: RenderingDevice.CompareOperator
The method used for comparing the previous front stencil value and
frontOpReference
.var frontOpCompareMask: UInt32
Selects which bits from the front stencil value will be compared.
var frontOpDepthFail: RenderingDevice.StencilOperation
The operation to perform on the stencil buffer for front pixels that pass the stencil test but fail the depth test.
var frontOpFail: RenderingDevice.StencilOperation
The operation to perform on the stencil buffer for front pixels that fail the stencil test.
var frontOpPass: RenderingDevice.StencilOperation
The operation to perform on the stencil buffer for front pixels that pass the stencil test.
var frontOpReference: UInt32
The value the previous front stencil value will be compared to.
var frontOpWriteMask: UInt32
Selects which bits from the front stencil value will be changed.