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.

Source: transform/castletransform_renderparams.inc (line 260).

Hierarchy

  • TObject
  • TRenderParams

Overview

Fields

Public InternalPass: TInternalRenderingPass;
Public UserPass: TUserRenderingPass;
Public Transformation: PTransformation;
Public Statistics: TRenderStatistics;
Public GlobalFog: TAbstractFogNode;
Public Frustum: PFrustum;
Public UsingShadowVolumes: Boolean;
Public RenderingCamera: TRenderingCamera;
Public InMeaningfulParent: Boolean;
Public ProjectionBoxWithoutGizmos: TBox3DEvent;
Public ProjectionBoxWithGizmos: TBox3DEvent;
Public ProjectionViewportWidth: Single;
Public ProjectionViewportHeight: Single;
Public Collector: TObject;
Public RendererToPrepareShapes: TObject;
Public DepthRange: TDepthRange;

Methods

Public constructor Create;
Public function GlobalLights: TAbstractLightInstancesList; virtual; abstract;
Public procedure AddRenderEvent(const RenderEvent: TRenderEvent);
Public function LocalCameraPosition: TVector3;

Description

Fields

Public InternalPass: TInternalRenderingPass;

Rendering pass number, for internal multi-pass rendering, like for shadow volumes.

Source: transform/castletransform_renderparams.inc (line 263).

Public UserPass: TUserRenderingPass;

Rendering pass number, for user purposes. Multiplied with InternalPass to get final pass number, that determines shaders used.

Source: transform/castletransform_renderparams.inc (line 268).

Public Transformation: PTransformation;

Transformation that should be applied to the rendered result.

Source: transform/castletransform_renderparams.inc (line 271).

Public Statistics: TRenderStatistics;

Current rendering statistics, should be updated by each TCastleTransform.LocalRender call.

Source: transform/castletransform_renderparams.inc (line 275).

Public GlobalFog: TAbstractFogNode;

Fog that affects all scenes.

Source: transform/castletransform_renderparams.inc (line 278).

Public 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 Nil, but only when TCastleScene.LocalRender is called (this happens from TBackgroundScene.Render). The TCastleScene.LocalRender should ignore frustum when it is Nil.

Source: transform/castletransform_renderparams.inc (line 287).

Public UsingShadowVolumes: Boolean;

Are we going to render with shadow volumes, which means we have a light source casting shadows with shadow volumes, and renderer is capable (has stencil buffer etc.).

This doesn't say at which pass are we – collecting shapes, or during pass rendering unlit or lit things (see TRenderOnePassParams.DisableShadowVolumeCastingLights).

This merely says we are going to have these passes.

Source: transform/castletransform_renderparams.inc (line 298).

Public RenderingCamera: TRenderingCamera;

Camera information for renderer.

Source: transform/castletransform_renderparams.inc (line 301).

Public InMeaningfulParent: Boolean;

Are we traversing now only inside parents with MeaningfulParent, i.e. outside of TCastleTransformReference.Reference.

Source: transform/castletransform_renderparams.inc (line 305).

Public ProjectionBoxWithoutGizmos: TBox3DEvent;

At design-time, cameras update their own projection, to show camera gizmo. These are parameters to do this.

Source: transform/castletransform_renderparams.inc (line 309).

Public ProjectionBoxWithGizmos: TBox3DEvent;

At design-time, cameras update their own projection, to show camera gizmo. These are parameters to do this.

Source: transform/castletransform_renderparams.inc (line 309).

Public ProjectionViewportWidth: Single;

This item has no description.

Source: transform/castletransform_renderparams.inc (line 310).

Public ProjectionViewportHeight: Single;

This item has no description.

Source: transform/castletransform_renderparams.inc (line 310).

Public Collector: TObject;

Always TShapesCollector at actual rendering.

Source: transform/castletransform_renderparams.inc (line 313).

Public 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 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.

Source: transform/castletransform_renderparams.inc (line 328).

Public DepthRange: TDepthRange;

Depth range that should be used for rendering.

Source: transform/castletransform_renderparams.inc (line 331).

Methods

Public constructor Create;

This item has no description.

Source: transform/castletransform_renderparams.inc (line 333).

Public function GlobalLights: TAbstractLightInstancesList; virtual; abstract;

Lights that shine on object (headlight and lights from all scenes with CastGlobalLights).

Source: transform/castletransform_renderparams.inc (line 336).

Public procedure AddRenderEvent(const RenderEvent: TRenderEvent);

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 = False), once to render transparent shapes (with TRenderOnePassParams.UsingBlending = True).

So be sure to filter what you're doing inside this callback by TRenderOnePassParams.UsingBlending and TRenderOnePassParams.FilterShadowVolumesReceivers.

Source: transform/castletransform_renderparams.inc (line 350).

Public function LocalCameraPosition: TVector3;

Camera position, in the local coordinates, after Transformation.

Source: transform/castletransform_renderparams.inc (line 353).


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