Class TRenderParams
Unit
Declaration
type TRenderParams = class(TObject)
Description
Information that a TCastleTransform.LocalRender needs to render. "To render" means "just to collect shapes" for TCastleScene.LocalRender. 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
InternalPass: TInternalRenderingPass; |
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UserPass: TUserRenderingPass; |
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Transformation: PTransformation; |
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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
constructor Create; |
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function GlobalLights: TAbstractLightInstancesList; virtual; abstract; |
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procedure AddRenderEvent(const RenderEvent: TRenderEvent); |
Description
Fields
InternalPass: TInternalRenderingPass; |
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Rendering pass number, for internal multi-pass rendering, like for shadow volumes. |
UserPass: TUserRenderingPass; |
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Rendering pass number, for user purposes. Multiplied with InternalPass to get final pass number, that determines shaders used. |
Transformation: PTransformation; |
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Transformation that should be applied to the rendered result. |
Statistics: TRenderStatistics; |
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Current rendering statistics, should be updated by each TCastleTransform.LocalRender call. |
GlobalFog: TAbstractFogNode; |
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Fog that affects all scenes. |
Frustum: PFrustum; |
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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 |
RenderingCamera: TRenderingCamera; |
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Camera information for renderer. |
InMeaningfulParent: Boolean; |
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Are we traversing now only inside parents with MeaningfulParent, i.e. outside of TCastleTransformReference.Reference. |
ProjectionBoxWithoutGizmos: TBox3DEvent; |
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At design-time, cameras update their own projection, to show camera gizmo. These are parameters to do this. |
ProjectionBoxWithGizmos: TBox3DEvent; |
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At design-time, cameras update their own projection, to show camera gizmo. These are parameters to do this. |
ProjectionViewportWidth: Single; |
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This item has no description. |
ProjectionViewportHeight: Single; |
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This item has no description. |
Collector: TObject; |
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Always TShapesCollector at actual rendering. |
RendererToPrepareShapes: TObject; |
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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 different 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. |
DepthRange: TDepthRange; |
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Depth range that should be used for rendering. |
Methods
constructor Create; |
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This item has no description. |
function GlobalLights: TAbstractLightInstancesList; virtual; abstract; |
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Lights that shine on object (headlight and lights from all scenes with CastGlobalLights). |
procedure AddRenderEvent(const RenderEvent: TRenderEvent); |
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Add a custom rendering event. Given RenderEvent will be called multiple times during this render pass, with TRenderOnePassParams containing different values, for example once to render opaque shapes (with TRenderOnePassParams.UsingBlending = So be sure to filter what you're doing inside this callback by TRenderOnePassParams.UsingBlending and TRenderOnePassParams.FilterShadowVolumesReceivers. |
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