Class TScreenEffectNode
Unit
Declaration
type TScreenEffectNode = class(TAbstractChildNode)
Description
Screen-space shader effect. See https://castle-engine.io/x3d_extensions_screen_effects.php .
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractChildNode
- TScreenEffectNode
Overview
Methods
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function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override; |
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constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override; |
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destructor Destroy; override; |
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procedure CreateNode; override; |
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class function ClassX3DType: string; override; |
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procedure SetShaders(const Value: array of TAbstractShaderNode); |
Properties
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property Shader: TObject read FShader write FShader; |
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property ShaderLoaded: boolean read FShaderLoaded write FShaderLoaded; |
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property StateForShaderPrepare: TX3DGraphTraverseState
read FStateForShaderPrepare; |
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property FdEnabled: TSFBool read FFdEnabled; |
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property Enabled: Boolean read GetEnabled write SetEnabled; |
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property FdNeedsDepth: TSFBool read FFdNeedsDepth; |
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property NeedsDepth: Boolean read GetNeedsDepth write SetNeedsDepth; |
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property FdShaders: TMFNode read FFdShaders; |
Description
Methods
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function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override; |
This item has no description. Showing description inherited from TX3DNode.DirectEnumerateActive. Enumerate all active child nodes of given node. "Active nodes" are the ones affecting current look or collisions, e.g. from Switch node only one child will be enumerated. See Traverse for more precise definition. "Direct" means that this enumerates only direct descendants, i.e. this is not recursive. See methods like Traverse or EnumerateNodes if you want recursive behavior. This can enumerate both VRML1Children nodes and nodes within TSFNode and TMFNode fields. Default implementation in this class enumerates all Children nodes of VRML 1.0. If you need to remove some children for VRML 1.0 (e.g. for Switch or LOD nodes) or add some children for VRML 2.0 you have to override this. You do not need to call inherited when overriding this — in fact, you should not, if you want to omit some nodes. Stops and returns immediately if Func returns non-nil for some child. |
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constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override; |
This item has no description. Showing description inherited from TX3DNode.Create. Constructor. Initializes various properties:
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destructor Destroy; override; |
This item has no description. |
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procedure CreateNode; override; |
This item has no description. Showing description inherited from TAbstractChildNode.CreateNode. Automatically generated node properties. Do not edit this file manually! To add new properties: - add them to the text files in tools/internal/x3d-nodes-to-pascal/nodes-specification/ , - and regenerate include files by running x3d-nodes-to-pascal |
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class function ClassX3DType: string; override; |
This item has no description. Showing description inherited from TX3DNode.ClassX3DType. Node type name in VRML/X3D, for this class. Normal VRML/X3D node classes should override this to return something non-empty, and then X3DType automatically will return the same value. Empty for classes that don't have a hardcoded VRML/X3D node name, like a special TX3DUnknownNode. Such special classes should override then X3DType to return actual non-empty name there. You usually should call X3DType. The only use of this method is that it works on classes (it's "class function"), without needing at actual instance. |
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procedure SetShaders(const Value: array of TAbstractShaderNode); |
This item has no description. |
Properties
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property Shader: TObject read FShader write FShader; |
Shader and ShaderLoaded properties are internally managed by the renderer. Right now, this means TCastleScene. Always when ShaderLoaded = |
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property ShaderLoaded: boolean read FShaderLoaded write FShaderLoaded; |
This item has no description. |
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property StateForShaderPrepare: TX3DGraphTraverseState
read FStateForShaderPrepare; |
This item has no description. |
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property FdEnabled: TSFBool read FFdEnabled; |
Internal wrapper for property Enabled. This wrapper API may change, we advise to access simpler Enabled instead. |
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property Enabled: Boolean read GetEnabled write SetEnabled; |
This item has no description. |
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property FdNeedsDepth: TSFBool read FFdNeedsDepth; |
Internal wrapper for property NeedsDepth. This wrapper API may change, we advise to access simpler NeedsDepth instead. |
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property NeedsDepth: Boolean read GetNeedsDepth write SetNeedsDepth; |
This item has no description. |
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property FdShaders: TMFNode read FFdShaders; |
Internal wrapper for property |
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