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

BlendOperation

alpha_blend_op

0

BlendOperation

color_blend_op

0

BlendFactor

dst_alpha_blend_factor

0

BlendFactor

dst_color_blend_factor

0

bool

enable_blend

false

BlendFactor

src_alpha_blend_factor

0

BlendFactor

src_color_blend_factor

0

bool

write_a

true

bool

write_b

true

bool

write_g

true

bool

write_r

true

Methods

void

set_as_mix ( )


Property Descriptions

BlendOperation alpha_blend_op = 0