Difference between revisions of "Sprite:setStencilOperation"
From GiderosMobile
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__NOTOC__ | __NOTOC__ | ||
+ | |||
<languages /> | <languages /> | ||
− | '''<translate>Available since</translate>:''' Gideros 2017.6<br/> | + | |
− | '''<translate>Class</translate>:''' [[Special:MyLanguage/Sprite|Sprite]]<br/> | + | '''<translate>Available since</translate>:''' Gideros 2017.6 |
+ | <br/> | ||
+ | |||
+ | '''<translate>Class</translate>:''' [[Special:MyLanguage/Sprite|Sprite]] | ||
+ | <br/> | ||
+ | |||
=== <translate>Description</translate> === | === <translate>Description</translate> === | ||
− | <translate>Allows to set a stencil operation to be used when drawing this sprite.<br /> | + | <translate> |
− | The table can contain the following fields: | + | Allows to set a stencil operation to be used when drawing this sprite. |
+ | <br/> | ||
+ | The table can contain the following fields: | ||
<ul> | <ul> | ||
<li><b>stencilClear</b>: (boolean) whether the stencil should be cleared beforehand.</li> | <li><b>stencilClear</b>: (boolean) whether the stencil should be cleared beforehand.</li> | ||
Line 15: | Line 23: | ||
<li><b>depthFail</b>: (integer) the stencil operation when depth test failed.</li> | <li><b>depthFail</b>: (integer) the stencil operation when depth test failed.</li> | ||
<li><b>depthPass</b>: (integer) the stencil operation when depth test has passed.</li> | <li><b>depthPass</b>: (integer) the stencil operation when depth test has passed.</li> | ||
− | </ul><br /> | + | </ul> |
− | + | <br /> | |
+ | Stencil function and operations code are defined in Sprite.STENCIL_xxx fields and correspond to the GL_xxx relevant values in OpenGL stencil documentation. | ||
+ | </translate> | ||
+ | |||
<source lang="lua"> | <source lang="lua"> | ||
− | + | Sprite:setStencilOperation(op) | |
</source> | </source> | ||
+ | |||
=== <translate>Parameters</translate> === | === <translate>Parameters</translate> === | ||
− | '''op''': (table) <translate>A table containing the stencil operation settings, or nil to disable stencil</translate> <br/> | + | '''op''': (table) <translate>A table containing the stencil operation settings, or nil to disable stencil</translate> |
+ | |||
+ | === <translate>Examples</translate> === | ||
+ | '''Example''': | ||
+ | |||
+ | <source lang="lua"> | ||
+ | -- STENCILOPERATION @hgy29 | ||
+ | local bg = Bitmap.new(Texture.new("gfx/vip/background.png")) | ||
+ | local ticket = Bitmap.new(Texture.new("gfx/vip/ticket.png")) | ||
+ | local text = Bitmap.new(Texture.new("gfx/vip/text.png")) | ||
+ | local fx1 = Bitmap.new(Texture.new("gfx/vip/fx1.png")) | ||
+ | local fx2 = Bitmap.new(Texture.new("gfx/vip/fx2.png")) | ||
+ | |||
+ | stage:addChild(bg) bg:setScale(0.5) | ||
+ | stage:addChild(ticket) ticket:setPosition(80,20) ticket:setScale(0.5) | ||
+ | ticket:addChild(fx1) fx1:setX(-100) | ||
+ | fx1:addChild(fx2) fx2:setX(-100) | ||
+ | ticket:addChild(text) | ||
+ | |||
+ | -- Use auto layout on ticket to center text automatically | ||
+ | ticket:setLayoutParameters{ rowWeights = {1}, columnWeights = {1} } | ||
+ | text:setLayoutConstraints{} | ||
+ | |||
+ | -- Use stencil for masking glow: | ||
+ | -- 1) Clear stencil and set it to '1' for every pixel drawn on 'ticket' | ||
+ | ticket:setStencilOperation{ | ||
+ | stencilClear = true, stenciMask = 1, stencilWriteMask = 1, stencilRef = 1, | ||
+ | stencilFunc = Sprite.STENCIL_ALWAYS, depthPass = Sprite.STENCIL_REPLACE | ||
+ | } | ||
+ | --2) Only draw fx1/fx2 if stencil isn't 0 | ||
+ | fx1:setStencilOperation{ | ||
+ | stencilClear = false, stencilMask = 1, stencilRef = 0, | ||
+ | stencilFunc = Sprite.STENCIL_NOTEQUAL | ||
+ | } | ||
+ | |||
+ | local dir = 1 | ||
+ | stage:addEventListener(Event.ENTER_FRAME, function() | ||
+ | if fx1:getX() > 450 then | ||
+ | dir = -1 | ||
+ | elseif fx1:getX() < -100 then | ||
+ | dir = 1 | ||
+ | end | ||
+ | fx1:setX(fx1:getX() + dir*5) | ||
+ | end) | ||
+ | </source> | ||
+ | <br/> | ||
+ | <br/> |
Revision as of 09:02, 16 September 2019
Available since: Gideros 2017.6
Class: Sprite
Description
Allows to set a stencil operation to be used when drawing this sprite.
The table can contain the following fields:
- stencilClear: (boolean) whether the stencil should be cleared beforehand.
- stencilMask: (integer) the mask value used in stencil operations.
- stencilWriteMask: (integer) the mask value used when writing to stencil.
- stencilRef: (integer) the reference value used in stencil operations.
- stencilFunc: (integer) the stencil function to use.
- stencilFail: (integer) the stencil operation when stencil test failed.
- depthFail: (integer) the stencil operation when depth test failed.
- depthPass: (integer) the stencil operation when depth test has passed.
Stencil function and operations code are defined in Sprite.STENCIL_xxx fields and correspond to the GL_xxx relevant values in OpenGL stencil documentation.
Sprite:setStencilOperation(op)
Parameters
op: (table) A table containing the stencil operation settings, or nil to disable stencil
Examples
Example:
-- STENCILOPERATION @hgy29
local bg = Bitmap.new(Texture.new("gfx/vip/background.png"))
local ticket = Bitmap.new(Texture.new("gfx/vip/ticket.png"))
local text = Bitmap.new(Texture.new("gfx/vip/text.png"))
local fx1 = Bitmap.new(Texture.new("gfx/vip/fx1.png"))
local fx2 = Bitmap.new(Texture.new("gfx/vip/fx2.png"))
stage:addChild(bg) bg:setScale(0.5)
stage:addChild(ticket) ticket:setPosition(80,20) ticket:setScale(0.5)
ticket:addChild(fx1) fx1:setX(-100)
fx1:addChild(fx2) fx2:setX(-100)
ticket:addChild(text)
-- Use auto layout on ticket to center text automatically
ticket:setLayoutParameters{ rowWeights = {1}, columnWeights = {1} }
text:setLayoutConstraints{}
-- Use stencil for masking glow:
-- 1) Clear stencil and set it to '1' for every pixel drawn on 'ticket'
ticket:setStencilOperation{
stencilClear = true, stenciMask = 1, stencilWriteMask = 1, stencilRef = 1,
stencilFunc = Sprite.STENCIL_ALWAYS, depthPass = Sprite.STENCIL_REPLACE
}
--2) Only draw fx1/fx2 if stencil isn't 0
fx1:setStencilOperation{
stencilClear = false, stencilMask = 1, stencilRef = 0,
stencilFunc = Sprite.STENCIL_NOTEQUAL
}
local dir = 1
stage:addEventListener(Event.ENTER_FRAME, function()
if fx1:getX() > 450 then
dir = -1
elseif fx1:getX() < -100 then
dir = 1
end
fx1:setX(fx1:getX() + dir*5)
end)