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<title>Castle Game Engine: CastleRayTracer: Class TRayTracer</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TRayTracer"></a><h1 class="cio">Class TRayTracer</h1>
<table class="sections wide_list">
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleRayTracer.html">CastleRayTracer</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TRayTracer = class(TObject)</code></p>
<h2 class="description">Description</h2>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TRayTracer</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a href="CastleRayTracer.TRayTracer.html#Octree">Octree</a></b>: <a href="X3DTriangles.TBaseTrianglesOctree.html">TBaseTrianglesOctree</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a href="CastleRayTracer.TRayTracer.html#Image">Image</a></b>: <a href="CastleImages.TCastleImage.html">TCastleImage</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleRayTracer.TRayTracer.html#CamPosition">CamPosition</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleRayTracer.TRayTracer.html#CamDirection">CamDirection</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a href="CastleRayTracer.TRayTracer.html#CamUp">CamUp</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleRayTracer.TRayTracer.html#Projection">Projection</a></b>: <a href="CastleRays.TProjection.html">TProjection</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleRayTracer.TRayTracer.html#SceneBGColor">SceneBGColor</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a href="CastleRayTracer.TRayTracer.html#PixelsMadeNotifier">PixelsMadeNotifier</a></b>: <a href="CastleRayTracer.html#TPixelsMadeNotifierFunc">TPixelsMadeNotifierFunc</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleRayTracer.TRayTracer.html#PixelsMadeNotifierData">PixelsMadeNotifierData</a></b>: Pointer;</code></td>
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<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a href="CastleRayTracer.TRayTracer.html#FirstPixel">FirstPixel</a></b>: Cardinal;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleRayTracer.TRayTracer.html#AppendStats">AppendStats</a></b>(const Stats: TStrings; const RenderingTime: Single); virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRayTracer.TRayTracer.html#Execute">Execute</a></b>; virtual; abstract;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleRayTracer.TRayTracer.html#ExecuteStats">ExecuteStats</a></b>(const Stats: TStrings);</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Octree"></a><code><b>Octree</b>: <a href="X3DTriangles.TBaseTrianglesOctree.html">TBaseTrianglesOctree</a>;</code></td>
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<p>
Scene to render. Must be set before calling <a class="normal" href="CastleRayTracer.TRayTracer.html#Execute">Execute</a>.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Image"></a><code><b>Image</b>: <a href="CastleImages.TCastleImage.html">TCastleImage</a>;</code></td>
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<p>
Image where the ray-tracer result will be stored. Must be set before calling <a class="normal" href="CastleRayTracer.TRayTracer.html#Execute">Execute</a>.
<p>We will not resize given here Image. Instead we will use it's current size — so you just have to set Image size as appropriate before calling this method.
<p>For every pixel, we calculate it's color and store it by <a class="normal" href="CastleImages.TCastleImage.html#SetColorRGB">TCastleImage.SetColorRGB</a> method. So make sure SetColorRGB is implemented for your image class (it's implemented in all 3 classes <a class="normal" href="CastleImages.TRGBImage.html">TRGBImage</a>, <a class="normal" href="CastleImages.TRGBAlphaImage.html">TRGBAlphaImage</a>, <a class="normal" href="CastleImages.TRGBFloatImage.html">TRGBFloatImage</a>, so usually just don't worry about that). We don't modify alpha channel of the image.
<p>Using <a class="normal" href="CastleImages.TRGBFloatImage.html">TRGBFloatImage</a> class is advised if you want the full color information. Otherwise color precision is lost beyond 8 bits, and values above 1.0 are clamped.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CamPosition"></a><code><b>CamPosition</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<tr><td colspan="2">
<p>
Camera view. <a class="normal" href="CastleRayTracer.TRayTracer.html#CamDirection">CamDirection</a> and <a class="normal" href="CastleRayTracer.TRayTracer.html#CamUp">CamUp</a> do not have to be normalized — we will correct them here if needed. <a class="normal" href="CastleRayTracer.TRayTracer.html#CamUp">CamUp</a> will be automatically corrected to be orthogonal to <a class="normal" href="CastleRayTracer.TRayTracer.html#CamDirection">CamDirection</a> if necessary, you only make sure it's not parallel to <a class="normal" href="CastleRayTracer.TRayTracer.html#CamDirection">CamDirection</a>.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CamDirection"></a><code><b>CamDirection</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<p>
Camera view. <code>CamDirection</code> and <a class="normal" href="CastleRayTracer.TRayTracer.html#CamUp">CamUp</a> do not have to be normalized — we will correct them here if needed. <a class="normal" href="CastleRayTracer.TRayTracer.html#CamUp">CamUp</a> will be automatically corrected to be orthogonal to <code>CamDirection</code> if necessary, you only make sure it's not parallel to <code>CamDirection</code>.</p>
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</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CamUp"></a><code><b>CamUp</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
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<p>
Camera view. <a class="normal" href="CastleRayTracer.TRayTracer.html#CamDirection">CamDirection</a> and <code>CamUp</code> do not have to be normalized — we will correct them here if needed. <code>CamUp</code> will be automatically corrected to be orthogonal to <a class="normal" href="CastleRayTracer.TRayTracer.html#CamDirection">CamDirection</a> if necessary, you only make sure it's not parallel to <a class="normal" href="CastleRayTracer.TRayTracer.html#CamDirection">CamDirection</a>.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Projection"></a><code><b>Projection</b>: <a href="CastleRays.TProjection.html">TProjection</a>;</code></td>
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<p>
Camera <code>projection</code> properties.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="SceneBGColor"></a><code><b>SceneBGColor</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PixelsMadeNotifier"></a><code><b>PixelsMadeNotifier</b>: <a href="CastleRayTracer.html#TPixelsMadeNotifierFunc">TPixelsMadeNotifierFunc</a>;</code></td>
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<p>
Callback notified (if assigned) about writing each image pixel. This way you can display somewhere, or store to file, partially generated image. This callback gets information (in PixelsMadeCount) about how many pixels were generated (this includes also pixels skipped in case <a class="normal" href="CastleRayTracer.TRayTracer.html#FirstPixel">FirstPixel</a> > 0).
<p>The pixels are written in the order of <a class="normal" href="CastleSpaceFillingCurves.TSwapScanCurve.html">TSwapScanCurve</a> for <a class="normal" href="CastleRayTracer.TClassicRayTracer.html">TClassicRayTracer</a>, and in order dependent on <a class="normal" href="CastleRayTracer.TPathTracer.html#SFCurveClass">TPathTracer.SFCurveClass</a> for <a class="normal" href="CastleRayTracer.TPathTracer.html">TPathTracer</a>. When shadow cache will be implemented to <a class="normal" href="CastleRayTracer.TClassicRayTracer.html">TClassicRayTracer</a>, then configurable SFCurveClass may be done also for <a class="normal" href="CastleRayTracer.TClassicRayTracer.html">TClassicRayTracer</a>.
<p>Remember that pixels not done yet have the same content as they had when you <a class="normal" href="CastleRayTracer.TRayTracer.html#Execute">Execute</a> method started. In other words, if you set <code>PixelsMadeNotifier</code> <> nil, then often it's desirable to initialize Image content (e.g. to all <a class="normal" href="CastleRayTracer.TRayTracer.html#SceneBGColor">SceneBGColor</a>) before calling <a class="normal" href="CastleRayTracer.TRayTracer.html#Execute">Execute</a>. Otherwise at the time of <a class="normal" href="CastleRayTracer.TRayTracer.html#Execute">Execute</a> call, the pixels not done yet will have undefined colors.</p>
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<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PixelsMadeNotifierData"></a><code><b>PixelsMadeNotifierData</b>: Pointer;</code></td>
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</td></tr>
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<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FirstPixel"></a><code><b>FirstPixel</b>: Cardinal;</code></td>
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<p>
Initial pixel to start rendering from. By setting this to something > 0, you can (re-)start rendering from the middle. Useful to finish the job of a previous terminated ray-tracer process.
<p>Must be in [0 .. Image.Width * Image.Height] range. Setting to <code>Image.Width * Image.Height</code> makes the ray-tracer do nothing.</p>
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</table>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="AppendStats"></a><code>procedure <b>AppendStats</b>(const Stats: TStrings; const RenderingTime: Single); virtual;</code></td>
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<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Execute"></a><code>procedure <b>Execute</b>; virtual; abstract;</code></td>
</tr>
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<p>
Do ray-tracing, writing a ray-traced image into the <a class="normal" href="CastleRayTracer.TRayTracer.html#Image">Image</a>.</p>
</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ExecuteStats"></a><code>procedure <b>ExecuteStats</b>(const Stats: TStrings);</code></td>
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<p>
Do ray-tracing, like <a class="normal" href="CastleRayTracer.TRayTracer.html#Execute">Execute</a>, additionally gathering some statistics. The statistics will be added to the given string list.</p>
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