Class TCastleRenderOptions
Unit
Declaration
type TCastleRenderOptions = class(TCastleComponent)
Description
Options that control rendering, available at every scene through TCastleScene.RenderOptions.
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleRenderOptions
Overview
Fields
nested const DefaultPointSize = 3.0; |
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nested const DefaultLineWidth = 2.0; |
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nested const DefaultBumpMapping = bmBasic; |
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nested const DefaultBumpMappingParallaxHeight = 0.01; |
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nested const DefaultPhongShading = true; |
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nested const DefaultMaxLightsPerShape = 64; |
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nested const DefaultBlendingSourceFactor = bsSrcAlpha; |
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nested const DefaultBlendingDestinationFactor = bdOneMinusSrcAlpha; |
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nested const DefaultWireframeColor: TCastleColorRGB = (X: 0; Y: 0; Z: 0); |
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nested const DefaultSolidWireframeScale = 1; |
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nested const DefaultSolidWireframeBias = 1; |
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nested const DefaultSilhouetteScale = 5; |
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nested const DefaultSilhouetteBias = 5; |
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nested const DefaultShadowSampling = ssPCF16; |
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class var DefaultMinificationFilter: TMinificationFilter; |
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DefaultMagnificationFilter: TMagnificationFilter; |
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OnCreate: TCastleRenderOptionsEvent; |
Methods
procedure ReleaseCachedResources; virtual; |
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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procedure Assign(Source: TPersistent); override; |
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procedure CustomSerialization(const SerializationProcess: TSerializationProcess); override; |
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function PropertySections(const PropertyName: String): TPropertySections; override; |
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function Equals(Obj: TObject): Boolean; override; |
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function EqualForShapeCache(SecondValue: TCastleRenderOptions): boolean; virtual; |
Properties
property Mode: TRenderingMode read FMode write SetMode default rmFull; |
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property DepthTest: boolean read FDepthTest write SetDepthTest default true; |
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property SolidColor: TCastleColorRGB read FSolidColor write SetSolidColor; |
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property WireframeColor: TCastleColorRGB
read FWireframeColor write SetWireframeColor; |
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property InternalColorChannels: TColorChannels
read FColorChannels write SetColorChannels default AllColorChannels; |
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property Lighting: boolean read FLighting write SetLighting default true; |
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property ReceiveSceneLights: boolean
read FReceiveSceneLights write SetReceiveSceneLights default true; |
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property ReceiveGlobalLights: boolean
read FReceiveGlobalLights write SetReceiveGlobalLights default true; |
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property Textures: boolean
read FTextures write SetTextures default true; |
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property MinificationFilter: TAutoMinificationFilter
read FMinificationFilter write SetMinificationFilter default minDefault; |
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property MagnificationFilter: TAutoMagnificationFilter
read FMagnificationFilter write SetMagnificationFilter default magDefault; |
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property PointSize: Single
read FPointSize write SetPointSize stored IsStoredPointSize; |
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property LineWidth: Single
read FLineWidth write SetLineWidth stored IsStoredLineWidth; |
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property BumpMapping: TBumpMapping
read FBumpMapping write SetBumpMapping default DefaultBumpMapping; |
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property BumpMappingParallaxHeight: Single
read FBumpMappingParallaxHeight write SetBumpMappingParallaxHeight
stored IsStoredBumpMappingParallaxHeight; |
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property PhongShading: boolean read FPhongShading write SetPhongShading
default DefaultPhongShading; |
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property ShadowSampling: TShadowSampling
read FShadowSampling write SetShadowSampling
default DefaultShadowSampling; |
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property MaxLightsPerShape: Cardinal
read FMaxLightsPerShape write SetMaxLightsPerShape default DefaultMaxLightsPerShape; |
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property Blending: boolean
read FBlending write SetBlending default true; |
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property BlendingSourceFactor: TBlendingSourceFactor
read FBlendingSourceFactor write SetBlendingSourceFactor
default DefaultBlendingSourceFactor; |
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property BlendingDestinationFactor: TBlendingDestinationFactor
read FBlendingDestinationFactor write SetBlendingDestinationFactor
default DefaultBlendingDestinationFactor; |
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property WireframeEffect: TWireframeEffect
read FWireframeEffect write SetWireframeEffect default weNormal; |
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property SolidWireframeScale: Single
read FSolidWireframeScale write SetSolidWireframeScale stored IsStoredSolidWireframeScale; |
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property SolidWireframeBias: Single
read FSolidWireframeBias write SetSolidWireframeBias stored IsStoredSolidWireframeBias; |
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property SilhouetteScale: Single
read FSilhouetteScale write SetSilhouetteScale stored IsStoredSilhouetteScale; |
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property SilhouetteBias: Single
read FSilhouetteBias write SetSilhouetteBias stored IsStoredSilhouetteBias; |
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property RobustNegativeScale: Boolean
read FRobustNegativeScale write SetRobustNegativeScale default false; |
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property WholeSceneManifold: Boolean
read FWholeSceneManifold write SetWholeSceneManifold default false; |
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property WireframeColorPersistent: TCastleColorRGBPersistent read FWireframeColorPersistent ; |
Description
Fields
nested const DefaultPointSize = 3.0; |
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This item has no description. |
nested const DefaultLineWidth = 2.0; |
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This item has no description. |
nested const DefaultBumpMapping = bmBasic; |
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This item has no description. |
nested const DefaultBumpMappingParallaxHeight = 0.01; |
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This item has no description. |
nested const DefaultPhongShading = true; |
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This item has no description. |
nested const DefaultMaxLightsPerShape = 64; |
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This item has no description. |
nested const DefaultBlendingSourceFactor = bsSrcAlpha; |
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Default value of TCastleRenderOptions.BlendingSourceFactor. This is the typical blending operation. |
nested const DefaultBlendingDestinationFactor = bdOneMinusSrcAlpha; |
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Default value of TCastleRenderOptions.BlendingDestinationFactor. This is the typical blending operation. |
nested const DefaultWireframeColor: TCastleColorRGB = (X: 0; Y: 0; Z: 0); |
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This item has no description. |
nested const DefaultSolidWireframeScale = 1; |
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This item has no description. |
nested const DefaultSolidWireframeBias = 1; |
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This item has no description. |
nested const DefaultSilhouetteScale = 5; |
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This item has no description. |
nested const DefaultSilhouetteBias = 5; |
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This item has no description. |
nested const DefaultShadowSampling = ssPCF16; |
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This item has no description. |
class var DefaultMinificationFilter: TMinificationFilter; |
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Value used when MinificationFilter is minDefault. By default, this is minLinearMipmapLinear. |
DefaultMagnificationFilter: TMagnificationFilter; |
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Value used when MagnificationFilter is magDefault. By default, this is magLinear. |
OnCreate: TCastleRenderOptionsEvent; |
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Adjust attributes of all loaded resources. |
Methods
procedure ReleaseCachedResources; virtual; |
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Called before changing an attribute that requires the release of things cached in a renderer. This includes attributes that affect:
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constructor Create(AOwner: TComponent); override; |
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This item has no description. |
destructor Destroy; override; |
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This item has no description. |
procedure Assign(Source: TPersistent); override; |
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This item has no description. |
procedure CustomSerialization(const SerializationProcess: TSerializationProcess); override; |
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This item has no description. Showing description inherited from TCastleComponent.CustomSerialization. Override this method to call various methods of SerializationProcess, which in turn allows to serialize/deserialize things that are not published. This allows to serialize/deserialize with more freedom, e.g. to serialize/deserialize some private field. |
function PropertySections(const PropertyName: String): TPropertySections; override; |
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This item has no description. Showing description inherited from TCastleComponent.PropertySections. Section where to show property in the editor. |
function Equals(Obj: TObject): Boolean; override; |
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Equal TCastleRenderOptions produce the same effect when rendering and can be treated as exactly equivalent by the TCastleViewport.DynamicBatching algorithm. |
function EqualForShapeCache(SecondValue: TCastleRenderOptions): boolean; virtual; |
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Is the second TCastleRenderOptions instance on all fields that affect TShapeCache, that is things that affect generated geometry arrays or vbo. This compares the subset of variables that call ReleaseCachedResources — only the ones that affect TShapeCache. |
Properties
property Mode: TRenderingMode read FMode write SetMode default rmFull; |
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Rendering mode, can be used to disable many rendering features at once. |
property DepthTest: boolean read FDepthTest write SetDepthTest default true; |
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By default, we use depth testing to determine which objects are in front of the others. This allows to display all 3D content (all TCastleScene instances, and all shapes inside them) in any order. For very special purposes, you can disable depth testing. This means that 3D objects will always be drawn in front of the previous ones, in the order in which they are rendered, ignoring the contents of the depth buffer. Use only if you know what you're doing, if you're sure that the order of rendering will always be good. |
property SolidColor: TCastleColorRGB read FSolidColor write SetSolidColor; |
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Color used when Mode is rmSolidColor. By default BlackRGB. |
property WireframeColor: TCastleColorRGB
read FWireframeColor write SetWireframeColor; |
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Wireframe color, used with some WireframeEffect values. Default value is DefaultWireframeColor. |
property InternalColorChannels: TColorChannels
read FColorChannels write SetColorChannels default AllColorChannels; |
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Which color buffer channels (RGBA) to write when rendering this model. This makes a cool effect, avoiding writing to some color channels, but writing others, and writing depth buffer. This property may change to be non-internal some day, please report on Castle Game Engine forum / Discord / GitHub ( https://castle-engine.io/talk.php ) if you find it useful. |
property Lighting: boolean read FLighting write SetLighting default true; |
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Enable real-time lighting when rendering. |
property ReceiveSceneLights: boolean
read FReceiveSceneLights write SetReceiveSceneLights default true; |
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Use lights defined in this scene (in the model loaded to this TCastleScene) to light the shapes in this scene. Note: This property controls whether lights defined within a model (TCastleScene) affect the shapes in the same model. In case of such lights, the value of TCastleScene.CastGlobalLights and ReceiveGlobalLights doesn't matter. Only this property, The other lights are controlled by ReceiveGlobalLights. This doesn't matter if Lighting is |
property ReceiveGlobalLights: boolean
read FReceiveGlobalLights write SetReceiveGlobalLights default true; |
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Use lights defined in other scenes to light the shapes in this scene. This property controls whether other scenes with TCastleScene.CastGlobalLights, as well as headlight, shine on this scene. This doesn't matter if Lighting is |
property Textures: boolean
read FTextures write SetTextures default true; |
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Use |
property MinificationFilter: TAutoMinificationFilter
read FMinificationFilter write SetMinificationFilter default minDefault; |
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Default minification and magnification filters for textures. These can be overridden on a per-texture basis in VRML / X3D files by X3D TextureProperties node (see X3D specification). They can be equal to minDefault, magDefault in which case they actually use the values from DefaultMinificationFilter, DefaultMagnificationFilter (by default minLinearMipmapLinear, magLinear). |
property MagnificationFilter: TAutoMagnificationFilter
read FMagnificationFilter write SetMagnificationFilter default magDefault; |
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This item has no description. |
property PointSize: Single
read FPointSize write SetPointSize stored IsStoredPointSize; |
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Size of points. This has an effect on TPointSetNode rendering. Must be > 0. |
property LineWidth: Single
read FLineWidth write SetLineWidth stored IsStoredLineWidth; |
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Line width. This has an effect on TLineSetNode rendering, and on wireframe rendering when TCastleRenderOptions.WireframeEffect indicates it. Must be > 0. |
property BumpMapping: TBumpMapping
read FBumpMapping write SetBumpMapping default DefaultBumpMapping; |
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Use bump mapping. The bump mapping is only done when particular shape defines a normal map (and a height map, if you want parallax bump mapping). See https://castle-engine.io/bump_mapping . The normal map is usually provided in the TAbstractOneSidedMaterialNode.NormalTexture field. TAbstractOneSidedMaterialNode is an ancestor of all useful material nodes, like TMaterialNode (Phong lighting), TPhysicalMaterialNode (PBR lighting), and even TUnlitMaterialNode (unlit – doesn't use normals for lighting, but may still use them e.g. for tex coord generation). So all material nodes allow to specify normal map. See TBumpMapping for various possible values. |
property BumpMappingParallaxHeight: Single
read FBumpMappingParallaxHeight write SetBumpMappingParallaxHeight
stored IsStoredBumpMappingParallaxHeight; |
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Maximum height expressed in the normal map alpha channel, used only when BumpMapping indicates one of the "parallax" options. By default this is ignored because BumpMapping by default is just bmBasic, which ignores the height map in the normal map alpha channel. If your normal map includes an alpha channel, and you set BumpMapping to a value bmParallax, bmSteepParallax, bmSteepParallaxShadowing then this property is used to interpret the height information. |
property PhongShading: boolean read FPhongShading write SetPhongShading
default DefaultPhongShading; |
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Whether to use Phong shading by default. Note that each shape may override it by TAbstractShapeNode.Shading field. Note that Phong shading is forced anyway by various situations:
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property ShadowSampling: TShadowSampling
read FShadowSampling write SetShadowSampling
default DefaultShadowSampling; |
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Shadow maps sampling. Various approaches result in various quality and speed. |
property MaxLightsPerShape: Cardinal
read FMaxLightsPerShape write SetMaxLightsPerShape default DefaultMaxLightsPerShape; |
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For efficiency reasons, we only allow a finite number of lights that can affect the given shape. You can increase this number if necessary, although note that it is alreday quite large by default. Instead of increasing this limit, it is always more efficient to design your scenes to fit within this limit. Use the light source radius and/or scope (e.g. you can use "radius" in Blender, it is exported OK to glTF), and make smaller shapes. Note that on ancient dekstops, with fixed-function OpenGL pipeline, there is an additional hard limit (dependent on GPU, but usually 8, for this). But on modern desktops, as well as mobile and other platforms, you can increase this limit freely. |
property Blending: boolean
read FBlending write SetBlending default true; |
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Render partially transparent objects. More precisely: if this is If this is |
property BlendingSourceFactor: TBlendingSourceFactor
read FBlendingSourceFactor write SetBlendingSourceFactor
default DefaultBlendingSourceFactor; |
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Blending function parameters, used when Blending. See https://castle-engine.io/blending for more information about blending. For the exact meaning of The typical blending setup (default) is to use
This is the standard that follows most intuitive transparency equation. The major drawback of this default (and why you may want to consider alternatives) is that it depends on a correct order of rendering partially-transparent shapes. CGE allows to cope with it:
Note that these properties can be overridden on each shape using TBlendModeNode. See https://castle-engine.io/x3d_extensions.php#section_ext_blending for details of TBlendModeNode. |
property BlendingDestinationFactor: TBlendingDestinationFactor
read FBlendingDestinationFactor write SetBlendingDestinationFactor
default DefaultBlendingDestinationFactor; |
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This item has no description. |
property WireframeEffect: TWireframeEffect
read FWireframeEffect write SetWireframeEffect default weNormal; |
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Activate various effects related to wireframe rendering. When this is weNormal (default), we simply render polygons as polygons. See description of TWireframeEffect for what other modes do. Note: How the wireframe effects work when Mode = rmDepth is undefined now. Don't use Mode = rmDepth with |
property SolidWireframeScale: Single
read FSolidWireframeScale write SetSolidWireframeScale stored IsStoredSolidWireframeScale; |
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This item has no description. |
property SolidWireframeBias: Single
read FSolidWireframeBias write SetSolidWireframeBias stored IsStoredSolidWireframeBias; |
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This item has no description. |
property SilhouetteScale: Single
read FSilhouetteScale write SetSilhouetteScale stored IsStoredSilhouetteScale; |
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This item has no description. |
property SilhouetteBias: Single
read FSilhouetteBias write SetSilhouetteBias stored IsStoredSilhouetteBias; |
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This item has no description. |
property WholeSceneManifold: Boolean
read FWholeSceneManifold write SetWholeSceneManifold default false; |
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When considering this scene to be a shadow caster for shadow volumes, assume it is 2-manifold when treated as whole scene (each separate shape may be not 2-manifold). This means that you guarantee that all border edges of all shapes match with each other, closing the skin of the model perfectly. See https://castle-engine.io/shadow_volumes about using shadow volumes and the requirement to be 2-manifold. If this is It is the user responsibility to guarantee that whole scene is really 2-manifold. If it is not, then shadow volumes may exhibit weird artifacts. |
property WireframeColorPersistent: TCastleColorRGBPersistent read FWireframeColorPersistent ; |
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WireframeColor that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write WireframeColor directly. See also
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