RDPipelineColorBlendStateAttachment
Inherits: RefCounted < Object
Pipeline color blend state attachment (used by RenderingDevice).
Description
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
Properties
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Methods
void |
Property Descriptions
BlendOperation alpha_blend_op = 0
🔗
void set_alpha_blend_op(value: BlendOperation)
BlendOperation get_alpha_blend_op()
The blend mode to use for the alpha channel.
BlendOperation color_blend_op = 0
🔗
void set_color_blend_op(value: BlendOperation)
BlendOperation get_color_blend_op()
The blend mode to use for the red/green/blue color channels.
BlendFactor dst_alpha_blend_factor = 0
🔗
void set_dst_alpha_blend_factor(value: BlendFactor)
BlendFactor get_dst_alpha_blend_factor()
Controls how the blend factor for the alpha channel is determined based on the destination’s fragments.
BlendFactor dst_color_blend_factor = 0
🔗
void set_dst_color_blend_factor(value: BlendFactor)
BlendFactor get_dst_color_blend_factor()
Controls how the blend factor for the color channels is determined based on the destination’s fragments.
If true
, performs blending between the source and destination according to the factors defined in src_color_blend_factor, dst_color_blend_factor, src_alpha_blend_factor and dst_alpha_blend_factor. The blend modes color_blend_op and alpha_blend_op are also taken into account, with write_r, write_g, write_b and write_a controlling the output.
BlendFactor src_alpha_blend_factor = 0
🔗
void set_src_alpha_blend_factor(value: BlendFactor)
BlendFactor get_src_alpha_blend_factor()
Controls how the blend factor for the alpha channel is determined based on the source’s fragments.
BlendFactor src_color_blend_factor = 0
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void set_src_color_blend_factor(value: BlendFactor)
BlendFactor get_src_color_blend_factor()
Controls how the blend factor for the color channels is determined based on the source’s fragments.
If true
, writes the new alpha channel to the final result.
If true
, writes the new blue color channel to the final result.
If true
, writes the new green color channel to the final result.
If true
, writes the new red color channel to the final result.
Method Descriptions
void set_as_mix() 🔗
Convenience method to perform standard mix blending with straight (non-premultiplied) alpha. This sets enable_blend to true
, src_color_blend_factor to RenderingDevice.BLEND_FACTOR_SRC_ALPHA, dst_color_blend_factor to RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA, src_alpha_blend_factor to RenderingDevice.BLEND_FACTOR_SRC_ALPHA and dst_alpha_blend_factor to RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA.
User-contributed notes
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