Class TScreenEffectNode

Unit

Declaration

type TScreenEffectNode = class(TAbstractChildNode)

Description

Screen-space shader effect. See https://castle-engine.io/x3d_extensions_screen_effects.php .

Hierarchy

Overview

Methods

Protected function DirectEnumerateActive(Func: TEnumerateChildrenFunction): Pointer; override;
Public constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override;
Public destructor Destroy; override;
Public procedure CreateNode; override;
Public class function ClassX3DType: string; override;
Public procedure SetShaders(const Value: array of TAbstractShaderNode);

Properties

Public property Shader: TObject read FShader write FShader;
Public property ShaderLoaded: boolean read FShaderLoaded write FShaderLoaded;
Public property StateForShaderPrepare: TX3DGraphTraverseState read FStateForShaderPrepare;
Public property FdEnabled: TSFBool read FFdEnabled;
Public property Enabled: Boolean read GetEnabled write SetEnabled;
Public property FdNeedsDepth: TSFBool read FFdNeedsDepth;
Public property NeedsDepth: Boolean read GetNeedsDepth write SetNeedsDepth;
Public property FdShaders: TMFNode read FFdShaders;

Description

Methods

Protected 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.

Public constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override;

This item has no description. Showing description inherited from TX3DNode.Create.

Constructor. Initializes various properties:

  • Name, BaseUrl are initialized from given parameters.

  • The Fields, Events lists are filled in every descendant, to have all the fields/events defined by the specification.

  • DefaultContainerField, and other node-specific stuff, is filled in descendants. This is actually implemented in CreateNode, that is called at the end of this constructor.

Public destructor Destroy; override;

This item has no description.

Public 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

Public 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.

Public procedure SetShaders(const Value: array of TAbstractShaderNode);

This item has no description.

Properties

Public 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 = False then Shader is Nil. When ShaderLoaded = True, the Shader may be non-nil (if was enabled and loaded successfully) or not.

Public property ShaderLoaded: boolean read FShaderLoaded write FShaderLoaded;

This item has no description.

Public property StateForShaderPrepare: TX3DGraphTraverseState read FStateForShaderPrepare;

This item has no description.

Public property FdEnabled: TSFBool read FFdEnabled;

Internal wrapper for property Enabled. This wrapper API may change, we advise to access simpler Enabled instead.

Public property Enabled: Boolean read GetEnabled write SetEnabled;

This item has no description.

Public property FdNeedsDepth: TSFBool read FFdNeedsDepth;

Internal wrapper for property NeedsDepth. This wrapper API may change, we advise to access simpler NeedsDepth instead.

Public property NeedsDepth: Boolean read GetNeedsDepth write SetNeedsDepth;

This item has no description.

Public property FdShaders: TMFNode read FFdShaders;

Internal wrapper for property Shaders. This wrapper API may change, we advise to access simpler Shaders instead.


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