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RDPipelineColorBlendStateAttachment
Hereda: RefCounted < Object
Adjunto del estado de mezcla de color del pipeline (utilizado por RenderingDevice).
Descripción
Controls how blending between source and destination fragments is performed when using RenderingDevice.
For reference, this is how common user-facing blend modes are implemented in Godot's 2D renderer:
Mix:
var attachment = RDPipelineColorBlendStateAttachment.new()
attachment.enable_blend = true
attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD
attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD
attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
Add:
var attachment = RDPipelineColorBlendStateAttachment.new()
attachment.enable_blend = true
attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD
attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD
attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
Subtract:
var attachment = RDPipelineColorBlendStateAttachment.new()
attachment.enable_blend = true
attachment.alpha_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT
attachment.color_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT
attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA
attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
Multiply:
var attachment = RDPipelineColorBlendStateAttachment.new()
attachment.enable_blend = true
attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD
attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD
attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_DST_COLOR
attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO
attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_DST_ALPHA
attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO
Pre-multiplied alpha:
var attachment = RDPipelineColorBlendStateAttachment.new()
attachment.enable_blend = true
attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD
attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD
attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE
attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
Propiedades
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Métodos
void |
Descripciones de Propiedades
BlendOperation alpha_blend_op = 0 🔗
void set_alpha_blend_op(value: BlendOperation)
BlendOperation get_alpha_blend_op()
El modo de mezcla a usar para el canal alfa.
BlendOperation color_blend_op = 0 🔗
void set_color_blend_op(value: BlendOperation)
BlendOperation get_color_blend_op()
El modo de mezcla a usar para los canales de color rojo/verde/azul.
BlendFactor dst_alpha_blend_factor = 0 🔗
void set_dst_alpha_blend_factor(value: BlendFactor)
BlendFactor get_dst_alpha_blend_factor()
Controla cómo se determina el factor de mezcla para el canal alfa en función de los fragmentos del destino.
BlendFactor dst_color_blend_factor = 0 🔗
void set_dst_color_blend_factor(value: BlendFactor)
BlendFactor get_dst_color_blend_factor()
Controla cómo se determina el factor de mezcla para los canales de color en función de los fragmentos del destino.
Si es true, realiza la mezcla entre el origen y el destino de acuerdo con los factores definidos en src_color_blend_factor, dst_color_blend_factor, src_alpha_blend_factor y dst_alpha_blend_factor. Los modos de mezcla color_blend_op y alpha_blend_op también se tienen en cuenta, con write_r, write_g, write_b y write_a controlando la salida.
BlendFactor src_alpha_blend_factor = 0 🔗
void set_src_alpha_blend_factor(value: BlendFactor)
BlendFactor get_src_alpha_blend_factor()
Controla cómo se determina el factor de mezcla para el canal alfa en función de los fragmentos de la fuente.
BlendFactor src_color_blend_factor = 0 🔗
void set_src_color_blend_factor(value: BlendFactor)
BlendFactor get_src_color_blend_factor()
Controla cómo se determina el factor de mezcla para los canales de color en función de los fragmentos de la fuente.
Si es true, escribe el nuevo canal alfa en el resultado final.
Si es true, escribe el nuevo canal de color azul en el resultado final.
Si es true, escribe el nuevo canal de color verde en el resultado final.
Si es true, escribe el nuevo canal de color rojo en el resultado final.
Descripciones de Métodos
void set_as_mix() 🔗
Método de conveniencia para realizar una mezcla estándar con alfa directo (no premultiplicado). Esto establece enable_blend como true, src_color_blend_factor a RenderingDevice.BLEND_FACTOR_SRC_ALPHA, dst_color_blend_factor a RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA, src_alpha_blend_factor a RenderingDevice.BLEND_FACTOR_SRC_ALPHA y dst_alpha_blend_factor a RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA.