Class TScreenEffectNode

Unit

Declaration

type TScreenEffectNode = class(TAbstractChildNode)

Description

Screen-space shader effect. See https://castle-engine.io/x3d_extensions_screen_effects.php .

Hierarchy

Overview

Methods

Protected function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override;
Public procedure CreateNode; override;
Public destructor Destroy; override;
Public class function ClassX3DType: string; override;
Public procedure SetShaders(const Value: array of TAbstractShaderNode);

Properties

Public property FdShaders: TMFNode read FFdShaders;
Public property FdNeedsDepth: TSFBool read FFdNeedsDepth;
Public property FdEnabled: TSFBool read FFdEnabled;
Public property Shader: TObject read FShader write FShader;
Public property ShaderLoaded: boolean read FShaderLoaded write FShaderLoaded;
Public property StateForShaderPrepare: TX3DGraphTraverseState read FStateForShaderPrepare;
Public property Enabled: Boolean read GetEnabled write SetEnabled;
Public property NeedsDepth: Boolean read GetNeedsDepth write SetNeedsDepth;

Description

Methods

Protected function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override;
 
Public procedure CreateNode; override;
 
Public destructor Destroy; override;
 
Public class function ClassX3DType: string; override;
 
Public procedure SetShaders(const Value: array of TAbstractShaderNode);
 

Properties

Public property FdShaders: TMFNode read FFdShaders;
 
Public property FdNeedsDepth: TSFBool read FFdNeedsDepth;
 
Public property FdEnabled: TSFBool read FFdEnabled;
 
Public property Shader: TObject read FShader write FShader;

Shader and ShaderLoaded properties are internally managed by the renderer. Right now, this means TCastleScene. Always when ShaderLoaded = False then Shader is Nil. When ShaderLoaded = True, the Shader may be non-nil (if was enabled and loaded successfully) or not.

Public property ShaderLoaded: boolean read FShaderLoaded write FShaderLoaded;
 
Public property StateForShaderPrepare: TX3DGraphTraverseState read FStateForShaderPrepare;
 
Public property Enabled: Boolean read GetEnabled write SetEnabled;
 
Public property NeedsDepth: Boolean read GetNeedsDepth write SetNeedsDepth;
 

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