Class TRenderContext

Unit

Declaration

type TRenderContext = class(TObject)

Description

The OpenGL / OpenGLES context state. We try hard to make this a very, very small class, because usually it's better to introduce a clean higher-level API than to track the OpenGL context state in a simple global RenderContext instance.

Use the methods and properties of this class only when this context is current, which means it's set as RenderContext value.

Do not depend on the context state being persistent. The RenderContext does not change during a single TUIControl.OnRender method (with all 2D and 3D stuff rendered inside), but that's all we guarantee. On desktops, you control the context creation / destruction explicitly (by opening / closing the TCastleWindow). But on mobile devices – the context may get destroyed and created at almost any moment. So do not use the instance of RenderContext to store anything you rely on being stored. Instead, use your own variables for this, and only synchronize RenderContext with your variables.

Hierarchy

  • TObject
  • TRenderContext

Overview

Methods

Public constructor Create;
Public destructor Destroy; override;
Public procedure Clear(const Buffers: TClearBuffers; const ClearColor: TCastleColor);
Public procedure ScissorEnable(const Rect: TRectangle);
Public procedure ScissorDisable;

Properties

Public property LineWidth: Single read FLineWidth write SetLineWidth default 1;
Public property PointSize: Single read FPointSize write SetPointSize default 1;
Public property GlobalAmbient: TCastleColorRGB read FGlobalAmbient write SetGlobalAmbient;
Public property ProjectionMatrix: TMatrix4 read FProjectionMatrix write SetProjectionMatrix;
Public property DepthRange: TDepthRange read FDepthRange write SetDepthRange;
Public property CullFace: boolean read FCullFace write SetCullFace default false;
Public property FrontFaceCcw: boolean read FFrontFaceCcw write SetFrontFaceCcw default true;
Public property ColorMask: boolean read FColorMask write SetColorMask default true;

Description

Methods

Public constructor Create;
 
Public destructor Destroy; override;
 
Public procedure Clear(const Buffers: TClearBuffers; const ClearColor: TCastleColor);

Clear the whole buffer contents.

Never call OpenGL glClear or glClearColor, always use this method.

Public procedure ScissorEnable(const Rect: TRectangle);

Enable or disable scissor.

Never call OpenGL glScissor or glEnable(GL_SCISSOR_TEST) / glDisable(GL_SCISSOR_TEST) directly, or push/pop the related attrib (in case of fixed-function pipeline).

Public procedure ScissorDisable;
 

Properties

Public property LineWidth: Single read FLineWidth write SetLineWidth default 1;

The rendered line width. Never call OpenGL glLineWidth directly.

Do not access this property directly, unless you make direct OpenGL/OpenGLES calls. In normal circumstances, engine API (like DrawPrimitive2D or TCastleScene) set this automatically.

Public property PointSize: Single read FPointSize write SetPointSize default 1;

The rendered point size. Never call OpenGL glPointSize directly.

Do not access this property directly, unless you make direct OpenGL/OpenGLES calls. In normal circumstances, engine API (like DrawPrimitive2D or TCastleScene) set this automatically.

Public property GlobalAmbient: TCastleColorRGB read FGlobalAmbient write SetGlobalAmbient;

Global ambient lighting. This is added to every 3D object color, multiplied by material ambient.

The default value is (0.2, 0.2, 0.2). It matches default GL_LIGHT_MODEL_AMBIENT in fixed-function OpenGL. It also matches the required value of VRML 1.0 specification. For VRML 2.0 / X3D, lighting equations suggest that it should be zero.

Public property ProjectionMatrix: TMatrix4 read FProjectionMatrix write SetProjectionMatrix;

Current projection matrix.

When GLFeatures.EnableFixedFunction = true, setting this also sets fixed-function projection matrix.

Public property DepthRange: TDepthRange read FDepthRange write SetDepthRange;

Use this to operate on OpenGL glDepthRange. For now, our engine has very simple use for this, for TPlayer.RenderOnTop.

Public property CullFace: boolean read FCullFace write SetCullFace default false;

Should we use backface-culling (ignore some faces during rendering). This controls whether OpenGL GL_CULL_FACE flag is enabled or not.

Public property FrontFaceCcw: boolean read FFrontFaceCcw write SetFrontFaceCcw default true;

Is the front face ordered counter-clockwise. The "front face" is important to interpreting the CullFace and to interpret the normal vectors (they point ourward from front face).

Public property ColorMask: boolean read FColorMask write SetColorMask default true;

When this is False, the color buffer is untouched by rendering.


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