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  78. <ul>
  79. <li class="navelem"><b>gameplay</b> </li>
  80. <li class="navelem"><a class="el" href="classgameplay_1_1_render_state.html">RenderState</a> </li>
  81. <li class="navelem"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html">StateBlock</a> </li>
  82. </ul>
  83. </div>
  84. </div>
  85. <div class="header">
  86. <div class="summary">
  87. <a href="#pub-methods">Public Member Functions</a> &#124;
  88. <a href="#pub-static-methods">Static Public Member Functions</a> </div>
  89. <div class="headertitle">
  90. <div class="title">gameplay::RenderState::StateBlock Class Reference</div> </div>
  91. </div><!--header-->
  92. <div class="contents">
  93. <!-- doxytag: class="gameplay::RenderState::StateBlock" --><!-- doxytag: inherits="gameplay::Ref" -->
  94. <p><code>#include &lt;RenderState.h&gt;</code></p>
  95. <div class="dynheader">
  96. Inheritance diagram for gameplay::RenderState::StateBlock:</div>
  97. <div class="dyncontent">
  98. <div class="center">
  99. <img src="classgameplay_1_1_render_state_1_1_state_block.png" usemap="#gameplay::RenderState::StateBlock_map" alt=""/>
  100. <map id="gameplay::RenderState::StateBlock_map" name="gameplay::RenderState::StateBlock_map">
  101. <area href="classgameplay_1_1_ref.html" alt="gameplay::Ref" shape="rect" coords="0,0,206,24"/>
  102. </map>
  103. </div></div>
  104. <p><a href="classgameplay_1_1_render_state_1_1_state_block-members.html">List of all members.</a></p>
  105. <table class="memberdecls">
  106. <tr><td colspan="2"><h2><a name="pub-methods"></a>
  107. Public Member Functions</h2></td></tr>
  108. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a191c50f6e7f169acde2dcbd0c07a49a0">bind</a> ()</td></tr>
  109. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#af4bfded2e599153da115ff22b4e32e04">setBlend</a> (bool enabled)</td></tr>
  110. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#ac4ee9e8ccbe486c6f69b7ec3b075de3c">setBlendSrc</a> (<a class="el" href="classgameplay_1_1_render_state.html#ac4da745bdd2aef1c14407a5ac3f75285">Blend</a> blend)</td></tr>
  111. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a174fcec28b8503319d4d946fb49cc54f">setBlendDst</a> (<a class="el" href="classgameplay_1_1_render_state.html#ac4da745bdd2aef1c14407a5ac3f75285">Blend</a> blend)</td></tr>
  112. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a81330b9196446698426da7243dee26ed">setCullFace</a> (bool enabled)</td></tr>
  113. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#aa4f6baa6632cd157e1c0113998214976">setCullFaceSide</a> (<a class="el" href="classgameplay_1_1_render_state.html#af5a647a5c230188335553706ce8cd0ae">CullFaceSide</a> side)</td></tr>
  114. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a9515824d4fd6ce1800b2d9a1a39c8bd0">setFrontFace</a> (<a class="el" href="classgameplay_1_1_render_state.html#ac229ec6fafce34cc8943206a60b5fb25">FrontFace</a> winding)</td></tr>
  115. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#aff72f5e76318a14b2d57be82bf96a348">setDepthTest</a> (bool enabled)</td></tr>
  116. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a15b1a1b7b6879f67917c48a99d855c03">setDepthWrite</a> (bool enabled)</td></tr>
  117. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#af0475ad06648ecdc3752511a6749c969">setDepthFunction</a> (<a class="el" href="classgameplay_1_1_render_state.html#a81d6c171617af613da8d1b3a92ddf342">DepthFunction</a> func)</td></tr>
  118. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#afae711fc2366024b1b88b0b40bc03d6f">setStencilTest</a> (bool enabled)</td></tr>
  119. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a6a309f123d487039888e2f3228f8110d">setStencilWrite</a> (unsigned int mask)</td></tr>
  120. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#add9881da3928c75f0be7fdc90c436d55">setStencilFunction</a> (<a class="el" href="classgameplay_1_1_render_state.html#aca1ebcc53b145ec61e89cf79902dfe3f">StencilFunction</a> func, int ref, unsigned int mask)</td></tr>
  121. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a736ebe6e17df285b99991000e4559dc5">setStencilOperation</a> (<a class="el" href="classgameplay_1_1_render_state.html#a402b2c5df98658816279368884da9275">StencilOperation</a> sfail, <a class="el" href="classgameplay_1_1_render_state.html#a402b2c5df98658816279368884da9275">StencilOperation</a> dpfail, <a class="el" href="classgameplay_1_1_render_state.html#a402b2c5df98658816279368884da9275">StencilOperation</a> dppass)</td></tr>
  122. <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#aa8a6436cf020ab69634defac5ef0c768">setState</a> (const char *name, const char *value)</td></tr>
  123. <tr><td colspan="2"><h2><a name="pub-static-methods"></a>
  124. Static Public Member Functions</h2></td></tr>
  125. <tr><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html">StateBlock</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#acff480f17e87da3b84dd42f8ec591b81">create</a> ()</td></tr>
  126. </table>
  127. <hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
  128. <div class="textblock"><p>Defines a block of fixed-function render states that can be applied to a <a class="el" href="classgameplay_1_1_render_state.html">RenderState</a> object. </p>
  129. </div><hr/><h2>Member Function Documentation</h2>
  130. <a class="anchor" id="a191c50f6e7f169acde2dcbd0c07a49a0"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::bind" ref="a191c50f6e7f169acde2dcbd0c07a49a0" args="()" -->
  131. <div class="memitem">
  132. <div class="memproto">
  133. <table class="memname">
  134. <tr>
  135. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a191c50f6e7f169acde2dcbd0c07a49a0">gameplay::RenderState::StateBlock::bind</a> </td>
  136. <td>(</td>
  137. <td class="paramname"></td><td>)</td>
  138. <td></td>
  139. </tr>
  140. </table>
  141. </div>
  142. <div class="memdoc">
  143. <p>Binds the state in this <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html">StateBlock</a> to the renderer.</p>
  144. <p>This method handles both setting and restoring of render states to ensure that only the state explicitly defined by this <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html">StateBlock</a> is applied to the renderer. </p>
  145. </div>
  146. </div>
  147. <a class="anchor" id="acff480f17e87da3b84dd42f8ec591b81"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::create" ref="acff480f17e87da3b84dd42f8ec591b81" args="()" -->
  148. <div class="memitem">
  149. <div class="memproto">
  150. <table class="memname">
  151. <tr>
  152. <td class="memname">static <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html">StateBlock</a>* <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#acff480f17e87da3b84dd42f8ec591b81">gameplay::RenderState::StateBlock::create</a> </td>
  153. <td>(</td>
  154. <td class="paramname"></td><td>)</td>
  155. <td><code> [static]</code></td>
  156. </tr>
  157. </table>
  158. </div>
  159. <div class="memdoc">
  160. <p>Creates a new <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html">StateBlock</a> with default render state settings.
  161. </div>
  162. </div>
  163. <a class="anchor" id="af4bfded2e599153da115ff22b4e32e04"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setBlend" ref="af4bfded2e599153da115ff22b4e32e04" args="(bool enabled)" -->
  164. <div class="memitem">
  165. <div class="memproto">
  166. <table class="memname">
  167. <tr>
  168. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#af4bfded2e599153da115ff22b4e32e04">gameplay::RenderState::StateBlock::setBlend</a> </td>
  169. <td>(</td>
  170. <td class="paramtype">bool&#160;</td>
  171. <td class="paramname"><em>enabled</em></td><td>)</td>
  172. <td></td>
  173. </tr>
  174. </table>
  175. </div>
  176. <div class="memdoc">
  177. <p>Toggles blending.</p>
  178. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  179. <table class="params">
  180. <tr><td class="paramname">enabled</td><td>true to enable, false to disable. </td></tr>
  181. </table>
  182. </dd>
  183. </dl>
  184. </div>
  185. </div>
  186. <a class="anchor" id="a174fcec28b8503319d4d946fb49cc54f"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setBlendDst" ref="a174fcec28b8503319d4d946fb49cc54f" args="(Blend blend)" -->
  187. <div class="memitem">
  188. <div class="memproto">
  189. <table class="memname">
  190. <tr>
  191. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a174fcec28b8503319d4d946fb49cc54f">gameplay::RenderState::StateBlock::setBlendDst</a> </td>
  192. <td>(</td>
  193. <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#ac4da745bdd2aef1c14407a5ac3f75285">Blend</a>&#160;</td>
  194. <td class="paramname"><em>blend</em></td><td>)</td>
  195. <td></td>
  196. </tr>
  197. </table>
  198. </div>
  199. <div class="memdoc">
  200. <p>Explicitly sets the source used in the blend function for this render state.</p>
  201. <p>Note that the blend function is only applied when blending is enabled.</p>
  202. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  203. <table class="params">
  204. <tr><td class="paramname">blend</td><td>Specifies how the destination blending factors are computed. </td></tr>
  205. </table>
  206. </dd>
  207. </dl>
  208. </div>
  209. </div>
  210. <a class="anchor" id="ac4ee9e8ccbe486c6f69b7ec3b075de3c"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setBlendSrc" ref="ac4ee9e8ccbe486c6f69b7ec3b075de3c" args="(Blend blend)" -->
  211. <div class="memitem">
  212. <div class="memproto">
  213. <table class="memname">
  214. <tr>
  215. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#ac4ee9e8ccbe486c6f69b7ec3b075de3c">gameplay::RenderState::StateBlock::setBlendSrc</a> </td>
  216. <td>(</td>
  217. <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#ac4da745bdd2aef1c14407a5ac3f75285">Blend</a>&#160;</td>
  218. <td class="paramname"><em>blend</em></td><td>)</td>
  219. <td></td>
  220. </tr>
  221. </table>
  222. </div>
  223. <div class="memdoc">
  224. <p>Explicitly sets the source used in the blend function for this render state.</p>
  225. <p>Note that the blend function is only applied when blending is enabled.</p>
  226. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  227. <table class="params">
  228. <tr><td class="paramname">blend</td><td>Specifies how the source blending factors are computed. </td></tr>
  229. </table>
  230. </dd>
  231. </dl>
  232. </div>
  233. </div>
  234. <a class="anchor" id="a81330b9196446698426da7243dee26ed"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setCullFace" ref="a81330b9196446698426da7243dee26ed" args="(bool enabled)" -->
  235. <div class="memitem">
  236. <div class="memproto">
  237. <table class="memname">
  238. <tr>
  239. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a81330b9196446698426da7243dee26ed">gameplay::RenderState::StateBlock::setCullFace</a> </td>
  240. <td>(</td>
  241. <td class="paramtype">bool&#160;</td>
  242. <td class="paramname"><em>enabled</em></td><td>)</td>
  243. <td></td>
  244. </tr>
  245. </table>
  246. </div>
  247. <div class="memdoc">
  248. <p>Explicitly enables or disables backface culling.</p>
  249. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  250. <table class="params">
  251. <tr><td class="paramname">enabled</td><td>true to enable, false to disable. </td></tr>
  252. </table>
  253. </dd>
  254. </dl>
  255. </div>
  256. </div>
  257. <a class="anchor" id="aa4f6baa6632cd157e1c0113998214976"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setCullFaceSide" ref="aa4f6baa6632cd157e1c0113998214976" args="(CullFaceSide side)" -->
  258. <div class="memitem">
  259. <div class="memproto">
  260. <table class="memname">
  261. <tr>
  262. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#aa4f6baa6632cd157e1c0113998214976">gameplay::RenderState::StateBlock::setCullFaceSide</a> </td>
  263. <td>(</td>
  264. <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#af5a647a5c230188335553706ce8cd0ae">CullFaceSide</a>&#160;</td>
  265. <td class="paramname"><em>side</em></td><td>)</td>
  266. <td></td>
  267. </tr>
  268. </table>
  269. </div>
  270. <div class="memdoc">
  271. <p>Sets the side of the facets to cull.</p>
  272. <p>When not explicitly set, the default is to cull back-facing facets.</p>
  273. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  274. <table class="params">
  275. <tr><td class="paramname">side</td><td>The side to cull. </td></tr>
  276. </table>
  277. </dd>
  278. </dl>
  279. </div>
  280. </div>
  281. <a class="anchor" id="af0475ad06648ecdc3752511a6749c969"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setDepthFunction" ref="af0475ad06648ecdc3752511a6749c969" args="(DepthFunction func)" -->
  282. <div class="memitem">
  283. <div class="memproto">
  284. <table class="memname">
  285. <tr>
  286. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#af0475ad06648ecdc3752511a6749c969">gameplay::RenderState::StateBlock::setDepthFunction</a> </td>
  287. <td>(</td>
  288. <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#a81d6c171617af613da8d1b3a92ddf342">DepthFunction</a>&#160;</td>
  289. <td class="paramname"><em>func</em></td><td>)</td>
  290. <td></td>
  291. </tr>
  292. </table>
  293. </div>
  294. <div class="memdoc">
  295. <p>Sets the depth function to use when depth testing is enabled.</p>
  296. <p>When not explicitly set and when depth testing is enabled, the default depth function is DEPTH_LESS.</p>
  297. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  298. <table class="params">
  299. <tr><td class="paramname">func</td><td>The depth function. </td></tr>
  300. </table>
  301. </dd>
  302. </dl>
  303. </div>
  304. </div>
  305. <a class="anchor" id="aff72f5e76318a14b2d57be82bf96a348"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setDepthTest" ref="aff72f5e76318a14b2d57be82bf96a348" args="(bool enabled)" -->
  306. <div class="memitem">
  307. <div class="memproto">
  308. <table class="memname">
  309. <tr>
  310. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#aff72f5e76318a14b2d57be82bf96a348">gameplay::RenderState::StateBlock::setDepthTest</a> </td>
  311. <td>(</td>
  312. <td class="paramtype">bool&#160;</td>
  313. <td class="paramname"><em>enabled</em></td><td>)</td>
  314. <td></td>
  315. </tr>
  316. </table>
  317. </div>
  318. <div class="memdoc">
  319. <p>Toggles depth testing.</p>
  320. <p>By default, depth testing is disabled.</p>
  321. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  322. <table class="params">
  323. <tr><td class="paramname">enabled</td><td>true to enable, false to disable. </td></tr>
  324. </table>
  325. </dd>
  326. </dl>
  327. </div>
  328. </div>
  329. <a class="anchor" id="a15b1a1b7b6879f67917c48a99d855c03"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setDepthWrite" ref="a15b1a1b7b6879f67917c48a99d855c03" args="(bool enabled)" -->
  330. <div class="memitem">
  331. <div class="memproto">
  332. <table class="memname">
  333. <tr>
  334. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a15b1a1b7b6879f67917c48a99d855c03">gameplay::RenderState::StateBlock::setDepthWrite</a> </td>
  335. <td>(</td>
  336. <td class="paramtype">bool&#160;</td>
  337. <td class="paramname"><em>enabled</em></td><td>)</td>
  338. <td></td>
  339. </tr>
  340. </table>
  341. </div>
  342. <div class="memdoc">
  343. <p>Toggles depth writing.</p>
  344. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  345. <table class="params">
  346. <tr><td class="paramname">enabled</td><td>true to enable, false to disable. </td></tr>
  347. </table>
  348. </dd>
  349. </dl>
  350. </div>
  351. </div>
  352. <a class="anchor" id="a9515824d4fd6ce1800b2d9a1a39c8bd0"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setFrontFace" ref="a9515824d4fd6ce1800b2d9a1a39c8bd0" args="(FrontFace winding)" -->
  353. <div class="memitem">
  354. <div class="memproto">
  355. <table class="memname">
  356. <tr>
  357. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a9515824d4fd6ce1800b2d9a1a39c8bd0">gameplay::RenderState::StateBlock::setFrontFace</a> </td>
  358. <td>(</td>
  359. <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#ac229ec6fafce34cc8943206a60b5fb25">FrontFace</a>&#160;</td>
  360. <td class="paramname"><em>winding</em></td><td>)</td>
  361. <td></td>
  362. </tr>
  363. </table>
  364. </div>
  365. <div class="memdoc">
  366. <p>Sets the winding for front facing polygons.</p>
  367. <p>By default, counter-clockwise wound polygons are considered front facing.</p>
  368. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  369. <table class="params">
  370. <tr><td class="paramname">winding</td><td>The winding for front facing polygons. </td></tr>
  371. </table>
  372. </dd>
  373. </dl>
  374. </div>
  375. </div>
  376. <a class="anchor" id="aa8a6436cf020ab69634defac5ef0c768"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setState" ref="aa8a6436cf020ab69634defac5ef0c768" args="(const char *name, const char *value)" -->
  377. <div class="memitem">
  378. <div class="memproto">
  379. <table class="memname">
  380. <tr>
  381. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#aa8a6436cf020ab69634defac5ef0c768">gameplay::RenderState::StateBlock::setState</a> </td>
  382. <td>(</td>
  383. <td class="paramtype">const char *&#160;</td>
  384. <td class="paramname"><em>name</em>, </td>
  385. </tr>
  386. <tr>
  387. <td class="paramkey"></td>
  388. <td></td>
  389. <td class="paramtype">const char *&#160;</td>
  390. <td class="paramname"><em>value</em>&#160;</td>
  391. </tr>
  392. <tr>
  393. <td></td>
  394. <td>)</td>
  395. <td></td><td></td>
  396. </tr>
  397. </table>
  398. </div>
  399. <div class="memdoc">
  400. <p>Sets a render state from the given name and value strings.</p>
  401. <p>This method attempts to interpret the passed in strings as render state name and value. This is normally used when loading render states from material files.</p>
  402. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  403. <table class="params">
  404. <tr><td class="paramname">name</td><td>Name of the render state to set. </td></tr>
  405. <tr><td class="paramname">value</td><td>Value of the specified render state. </td></tr>
  406. </table>
  407. </dd>
  408. </dl>
  409. </div>
  410. </div>
  411. <a class="anchor" id="add9881da3928c75f0be7fdc90c436d55"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setStencilFunction" ref="add9881da3928c75f0be7fdc90c436d55" args="(StencilFunction func, int ref, unsigned int mask)" -->
  412. <div class="memitem">
  413. <div class="memproto">
  414. <table class="memname">
  415. <tr>
  416. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#add9881da3928c75f0be7fdc90c436d55">gameplay::RenderState::StateBlock::setStencilFunction</a> </td>
  417. <td>(</td>
  418. <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#aca1ebcc53b145ec61e89cf79902dfe3f">StencilFunction</a>&#160;</td>
  419. <td class="paramname"><em>func</em>, </td>
  420. </tr>
  421. <tr>
  422. <td class="paramkey"></td>
  423. <td></td>
  424. <td class="paramtype">int&#160;</td>
  425. <td class="paramname"><em>ref</em>, </td>
  426. </tr>
  427. <tr>
  428. <td class="paramkey"></td>
  429. <td></td>
  430. <td class="paramtype">unsigned int&#160;</td>
  431. <td class="paramname"><em>mask</em>&#160;</td>
  432. </tr>
  433. <tr>
  434. <td></td>
  435. <td>)</td>
  436. <td></td><td></td>
  437. </tr>
  438. </table>
  439. </div>
  440. <div class="memdoc">
  441. <p>Sets the stencil function.</p>
  442. <p>By default, the function is set to STENCIL_ALWAYS, the reference value is 0, and the mask is all 1's.</p>
  443. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  444. <table class="params">
  445. <tr><td class="paramname">func</td><td>The stencil function. </td></tr>
  446. <tr><td class="paramname">ref</td><td>The stencil reference value. </td></tr>
  447. <tr><td class="paramname">mask</td><td>The stencil mask. </td></tr>
  448. </table>
  449. </dd>
  450. </dl>
  451. </div>
  452. </div>
  453. <a class="anchor" id="a736ebe6e17df285b99991000e4559dc5"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setStencilOperation" ref="a736ebe6e17df285b99991000e4559dc5" args="(StencilOperation sfail, StencilOperation dpfail, StencilOperation dppass)" -->
  454. <div class="memitem">
  455. <div class="memproto">
  456. <table class="memname">
  457. <tr>
  458. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a736ebe6e17df285b99991000e4559dc5">gameplay::RenderState::StateBlock::setStencilOperation</a> </td>
  459. <td>(</td>
  460. <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#a402b2c5df98658816279368884da9275">StencilOperation</a>&#160;</td>
  461. <td class="paramname"><em>sfail</em>, </td>
  462. </tr>
  463. <tr>
  464. <td class="paramkey"></td>
  465. <td></td>
  466. <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#a402b2c5df98658816279368884da9275">StencilOperation</a>&#160;</td>
  467. <td class="paramname"><em>dpfail</em>, </td>
  468. </tr>
  469. <tr>
  470. <td class="paramkey"></td>
  471. <td></td>
  472. <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#a402b2c5df98658816279368884da9275">StencilOperation</a>&#160;</td>
  473. <td class="paramname"><em>dppass</em>&#160;</td>
  474. </tr>
  475. <tr>
  476. <td></td>
  477. <td>)</td>
  478. <td></td><td></td>
  479. </tr>
  480. </table>
  481. </div>
  482. <div class="memdoc">
  483. <p>Sets the stencil operation.</p>
  484. <p>By default, stencil fail, stencil pass/depth fail, and stencil and depth pass are set to STENCIL_OP_KEEP.</p>
  485. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  486. <table class="params">
  487. <tr><td class="paramname">sfail</td><td>The stencil operation if the stencil test fails. </td></tr>
  488. <tr><td class="paramname">dpfail</td><td>The stencil operation if the stencil test passes, but the depth test fails. </td></tr>
  489. <tr><td class="paramname">dppass</td><td>The stencil operation if both the stencil test and depth test pass. </td></tr>
  490. </table>
  491. </dd>
  492. </dl>
  493. </div>
  494. </div>
  495. <a class="anchor" id="afae711fc2366024b1b88b0b40bc03d6f"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setStencilTest" ref="afae711fc2366024b1b88b0b40bc03d6f" args="(bool enabled)" -->
  496. <div class="memitem">
  497. <div class="memproto">
  498. <table class="memname">
  499. <tr>
  500. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#afae711fc2366024b1b88b0b40bc03d6f">gameplay::RenderState::StateBlock::setStencilTest</a> </td>
  501. <td>(</td>
  502. <td class="paramtype">bool&#160;</td>
  503. <td class="paramname"><em>enabled</em></td><td>)</td>
  504. <td></td>
  505. </tr>
  506. </table>
  507. </div>
  508. <div class="memdoc">
  509. <p>Toggles stencil testing.</p>
  510. <p>By default, stencil testing is disabled.</p>
  511. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  512. <table class="params">
  513. <tr><td class="paramname">enabled</td><td>true to enable, false to disable. </td></tr>
  514. </table>
  515. </dd>
  516. </dl>
  517. </div>
  518. </div>
  519. <a class="anchor" id="a6a309f123d487039888e2f3228f8110d"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setStencilWrite" ref="a6a309f123d487039888e2f3228f8110d" args="(unsigned int mask)" -->
  520. <div class="memitem">
  521. <div class="memproto">
  522. <table class="memname">
  523. <tr>
  524. <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a6a309f123d487039888e2f3228f8110d">gameplay::RenderState::StateBlock::setStencilWrite</a> </td>
  525. <td>(</td>
  526. <td class="paramtype">unsigned int&#160;</td>
  527. <td class="paramname"><em>mask</em></td><td>)</td>
  528. <td></td>
  529. </tr>
  530. </table>
  531. </div>
  532. <div class="memdoc">
  533. <p>Sets the stencil writing mask.</p>
  534. <p>By default, the stencil writing mask is all 1's.</p>
  535. <dl class="params"><dt><b>Parameters:</b></dt><dd>
  536. <table class="params">
  537. <tr><td class="paramname">mask</td><td>Bit mask controlling writing to individual stencil planes. </td></tr>
  538. </table>
  539. </dd>
  540. </dl>
  541. </div>
  542. </div>
  543. </div><!-- contents -->
  544. <!-- window showing the filter options -->
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  559. </a> 1.7.6.1
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