Class TRenderParams
Unit
Declaration
type TRenderParams = class(TObject)
Description
Information that a TCastleTransform object needs to render. Read-only for TCastleTransform.LocalRender (except Statistics, which should be updated during rendering).
This is mostly an internal class.
You should not need to create it, you should not need to read anything inside or deal with this class otherwise, and actually you should not need to override TCastleTransform.LocalRender during normal engine usage. But it may be useful for special customized rendering.
Hierarchy
- TObject
- TRenderParams
Overview
Fields
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Transparent: boolean; |
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ShadowVolumesReceivers: set of Boolean; |
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InShadow: boolean; |
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StencilTest: Cardinal; |
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InternalPass: TInternalRenderingPass; |
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UserPass: TUserRenderingPass; |
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Transform: PMatrix4; |
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InverseTransform: PMatrix4; |
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Statistics: TRenderStatistics; |
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GlobalFog: TAbstractFogNode; |
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Frustum: PFrustum; |
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RenderingCamera: TRenderingCamera; |
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InMeaningfulParent: Boolean; |
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ProjectionBoxWithoutGizmos: TBox3DEvent; |
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ProjectionBoxWithGizmos: TBox3DEvent; |
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ProjectionViewportWidth: Single; |
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ProjectionViewportHeight: Single; |
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Collector: TObject; |
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RendererToPrepareShapes: TObject; |
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DepthRange: TDepthRange; |
Methods
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constructor Create; |
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function GlobalLights: TAbstractLightInstancesList; virtual; abstract; |
Description
Fields
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Transparent: boolean; |
Which parts should be rendered: opaque ( |
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ShadowVolumesReceivers: set of Boolean; |
Should we render parts that may receive shadow volumes, or ones that don't, or both. This should never be []. During rendering, simply check does it match TCastleScene.ReceiveShadowVolumes. This should "filter" the rendered parts by TCastleTransform.LocalRender. |
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InShadow: boolean; |
If Which means that most lights (ones with shadowVolumes = TRUE) should be turned off, see [https://castle-engine.io/x3d_extensions.php#section_ext_shadows].) |
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StencilTest: Cardinal; |
Value > 0 means we're inside some stencil test (like for InShadow = |
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InternalPass: TInternalRenderingPass; |
Rendering pass number, for internal multi-pass rendering, like for shadow volumes. |
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UserPass: TUserRenderingPass; |
Rendering pass number, for user purposes. Multiplied with InternalPass to get final pass number, that determines shaders used. |
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Transform: PMatrix4; |
Transformation that should be applied to the rendered result. |
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InverseTransform: PMatrix4; |
Transformation that should be applied to the rendered result. |
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Statistics: TRenderStatistics; |
Current rendering statistics, should be updated by each TCastleTransform.LocalRender call. |
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GlobalFog: TAbstractFogNode; |
Fog that affects all scenes. |
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Frustum: PFrustum; |
Camera frustum in local coordinates. Local for the TCastleTransform instance receiving this TRenderParams as TCastleTransform.LocalRender parameter, so it may be different from RenderingCamera.Frustum. As a special exception, it can be |
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RenderingCamera: TRenderingCamera; |
Camera information for renderer. |
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InMeaningfulParent: Boolean; |
Are we traversing now only inside parents with MeaningfulParent, i.e. outside of TCastleTransformReference.Reference. |
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ProjectionBoxWithoutGizmos: TBox3DEvent; |
At design-time, cameras update their own projection, to show camera gizmo. These are parameters to do this. |
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ProjectionBoxWithGizmos: TBox3DEvent; |
At design-time, cameras update their own projection, to show camera gizmo. These are parameters to do this. |
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ProjectionViewportWidth: Single; |
This item has no description. |
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ProjectionViewportHeight: Single; |
This item has no description. |
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Collector: TObject; |
Always TShapesCollector at actual rendering. |
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RendererToPrepareShapes: TObject; |
Always TRenderer, to prepare shapes. This is useful to prepare shapes (rendering them with renderer creates VBOs, shaders, and makes them "ready" for next fast rendering). Note that shapes and scenes *should not* get associated with this TRenderer instance when being prepared. Shapes and scenes should remain independent of TRenderer instance, to easily change them to a different renderer (like a differe TCastleViewport). So this TRenderer instance is provided to be used, but do not keep anywhere in shapes / scenes a reference to it. See CastleInternalRenderer for more comments how are things associated. |
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DepthRange: TDepthRange; |
Depth range that should be used for rendering. |
Methods
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constructor Create; |
This item has no description. |
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function GlobalLights: TAbstractLightInstancesList; virtual; abstract; |
Lights that shine on object (headlight and lights from all scenes with CastGlobalLights). |
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